Graveknight WarmasterCreature 14
Source Pathfinder Book of the Dead
Perception +26 (darkvision)
Languages Common, Necril
Skills Athletics +28, Deception +26, Intimidation +28, Religion +24, Society +25, Lore +27
Str +8, Dex +4, Con +5, Int +3, Wis +4, Cha +6
AC 38; Fort +27; Reflex +24; Will +24;
HP 255 (negative healing, rejuvenation)
Speed 25 feet
Immunities death effects, disease, electricity, paralyzed, poison, unconscious
War Flail +29 (+24, +19) to hit (disarm, electricity, magical, sweep, trip) 3d10+14 Bludgeoning + 1d6 Electricity
Fist +29 (+25, +21) to hit (agile, electricity, magical) 3d6+14 Bludgeoning + 1d6 Electricity
Heavy Crossbow +25 (+20, +15) to hit (electricity, magical, range increment 120, reload 2) 1d6 Electricity + 3d10+6 Piercing
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 HealingA 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 OpportunityTrigger 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.
Hungry ArmorA creature that Strikes a graveknight warmaster with a melee weapon must succeed at a DC 31 reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the graveknight's space. A creature that hits a graveknight warmaster with an unarmed attack must succeed at a DC 31 reflex or become Grabbed by the graveknight until the end of its next turn, it Escapes, or the graveknight moves, whichever comes first.
Rejuvenation (divine, necromancy)When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 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 +23 counteract modifier.
Devastating Blast (arcane, electricity, evocation)The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 electricity damage (DC 34 basic reflex save).
The graveknight can use this ability once every 1d4 rounds.
Exemplar of Violence (visual)Frequency once per round
Effect The graveknight attempts a Strike as their armor flashes with sinister power that spurs allies to violence. After the Strike, allies who can see the graveknight can use a reaction to Step or Stride, but they must end this movement in a space adjacent to an enemy. One ally of the graveknight's choice can instead use a reaction to Strike.
Graveknight's Curse (arcane, curse, necromancy)This curse affects anyone who wears a graveknight's armor for at least 1 hour.
Saving Throw DC 39 will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, the creature's Speed is reduced by 10, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Effect: Graveknight's Curse
Phantom Mount (arcane, conjuration, summon)HP 85; AC 34, Fort +23, Ref +20, Will +20
The graveknight summons a supernatural mount as per Phantom Steed, heightened to a level equal to half the graveknight's level.
Unlike phantom steed, the steed's AC and saving throw bonuses are all 4 lower than the graveknight's, and the steed has one-third the graveknight's Hit Points (rounded down).
If the steed is destroyed, the graveknight must wait 1 hour before using this ability again.
Ruinous WeaponsAny weapon or unarmed attack the graveknight uses gains the effects of the +1 greater striking and Greater Shock weapon runes.
Weapon MasterThe graveknight has access to the critical specialization effects of any weapons it wields.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.