🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Kellid GraveknightCreature 14


RareNEMediumUndead
Source Pathfinder Kingmaker
Perception +27 (darkvision)
Languages Hallit
Skills Acrobatics +29, Athletics +32, Intimidation +30, Religion +27, Survival +27
Str +8, Dex +5, Con +4, Int +2, Wis +5, Cha +4

AC 37; Fort +24; Reflex +25; Will +27;
HP 255 (negative healing, rejuvenation)
Speed 25 feet
Immunities cold, death effects, disease, paralyzed, poison, unconscious

Warhammer One Action +30 (+25, +20) to hit (magical, shove) 1d6 Cold + 3d8+16 Bludgeoning
Dagger One Action +28 (+24, +20) to hit (agile, finesse, versatile s) 1d6 Cold + 3d4+14 Piercing
Dagger One Action +27 (+23, +19) to hit (agile, thrown 10, versatile s) 1d6 Cold + 1d4+14 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 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-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 counteract modifier of +23.

Devastating Blast Two Actions (arcane, cold, evocation)

The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 cold damage (DC 34 basic reflex save). The graveknight can use this ability once every 1d4 rounds.

Graveknight's Curse (arcane, curse, necromancy)

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

Saving Throw DC 34 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

Repulsing Blow One Action (arcane, enchantment, incapacitation, mental)

Requirements The graveknight's last action was a success with a Strike using a shove weapon.


Effect The target struck by the shove weapon is knocked back 10 feet and must succeed at a DC 33 will save or be unable to approach within 5 feet of the graveknight for 1 round. If the last action was a critical hit, the target automatically fails the Will save.

Weapon Master

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


Graveknights are undead warriors granted unlife by a cursed suit of armor.


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.