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KorogCreature 16


UniqueNEMediumUndead
Source Pathfinder Kingmaker
Perception +29 (darkvision)
Languages Hallit
Skills Acrobatics +29, Athletics +33, Intimidation +30, Religion +29, Survival +29
Str +8, Dex +5, Con +4, Int +2, Wis +5, Cha +4

AC 39; Fort +30; Reflex +27; Will +27;
HP 295 (negative healing, rejuvenation)
Speed 25 feet
Immunities death effects, disease, electricity, paralyzed, poison, unconscious

Greater Shock Maul One Action +30 (+25, +20) to hit (magical, shove) 3d12+17 Bludgeoning + 1d6 Electricity

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 +26.

Designate Blood Foe One Action

Korog declares one creature he can see within 30 feet to be his blood-foe whom he swears to defeat. He can have up to three blood-foes designated at a time; any additional blood-foe removes another blood-foe of Korog's choice. Korog treats the results of Perception checks made against blood-foes as improved by one degree, and he has a +2 circumstance bonus to AC against his blood-foes' attacks.

Devastating Blast Two Actions (arcane, electricity, evocation)

The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 9d12 electricity damage (DC 37 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 37 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

Korog's Command One Action

Frequency once per round


Effect Korog commands his allies to take an action. All allies who hear or see him are Quickened 1 for 1 round and can use this extra action to Step, Stride, or make a Strike against one of Korog's blood-foes.

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

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.