🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Graveknight Of KharnasCreature 17


RareNEMediumUndead
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +30 (darkvision)
Languages Common, Necril
Skills Athletics +34, Intimidation +33, Lore +28
Str +9, Dex +1, Con +7, Int +3, Wis +6, Cha +8

AC 40; Fort +32; Reflex +24; Will +29;
HP 260 (negative healing, rejuvenation)
Speed 25 feet
Immunities paralyzed, unconscious, fire, poison, precision, death effects, disease
Resistances Positive 19

Greater Flaming Greataxe One Action +33 (+28, +23) to hit (magical, sweep) 3d12+19 Slashing + 1d6 Fire
Greater Flaming Javelin One Action +29 (+24, +19) to hit (magical, thrown 30) 3d6+19 Piercing + 1d6 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Rejuvenation (divine, necromancy)

When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 #days days-or more quickly if the armor is worn by a living host. If the body is destroyed before then, the process restarts.

A graveknight can only be permanently destroyed by obliterating its armor (such as with Disintegrate), transporting it to the Positive Energy Plane, or throwing it into the heart of a volcano.

Sacrilegious Aura (abjuration, aura, divine, evil)

30 feet Aura


When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +27 counteract modifier.

Devastating Blast Two Actions (arcane, evocation, fire)

The graveknight unleashes a 30-foot cone of energy.

Creatures in the area take 10d12 fire damage (DC 37 basic reflex save).

The graveknight can't use this ability again for 1d4 rounds.

Graveknight's Curse

This curse affects anyone who wears a graveknight's armor for at least 1 hour

Saving Throw DC 43 will save

Onset 1 hour


Stage 1 Doomed 1 and can't remove the armor (1 day)

Stage 2 Doomed 2, hampered 10, and can't remove the armor (1 day)

Stage 3 dies and transforms into the armor's graveknight

Kharnas's Blessing Two Actions

The graveknight carves the sigil of Kharnas onto an adjacent Immobilized or Unconscious creature.

As long as the creature bears the sigil of Kharnas, it takes a -2 status penalty to saving throws against the abilities of any creature that previously served Kharnas, but it can also freely pass through any hazards that can be bypassed by those bearing the sigil of Kharnas, such as Kharnas's glyphs.

Effect: Kharna's Blessing

Weapon Master

The graveknight has access to the critical specialization effects of any weapons it wields.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.