Graveknight Captain
Creature 6 (uncommon) — undead, unholy
Graveknight captains once proudly led squads of troops in battle. When a fearsome combatant falls in battle, the warrior's vengeful spirit can sometimes fuse with their armor, creating a graveknight.
Source: pathfinder-monster-core-2
Perception +14
Skills athletics +16, intimidation +15, survival +12
Str
+5
Dex
+3
Con
+4
Int
+1
Wis
+2
Cha
+3
AC 24
Fort +16
Ref +14
Will +13
HP 90
Immunities acid, bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee Warhammer +16, Damage 2d8+7 bludgeoning plus 1d6 acid
Melee Fist +16, Damage 2d4+7 bludgeoning plus 1d6 acid
Abilities
Graveknight's Shield (arcane) — The graveknight's curse extends to their shield, or the graveknight's armor uses a portion of itself to produce a shield. The graveknight has a shield that uses the statistics of a Sturdy Shield of a level no higher than the graveknight's level – 1. The shield is quasi-independent of the graveknight and automatically protects the graveknight from harm. When the shield is raised, it automatically uses Shield Block to reduce the damage of the first attack against the graveknight each round without the graveknight needing to spend their reaction to do so. The shield automatically rejuvenates with the rest of the graveknight and must be destroyed in the same manner as the graveknight's armor.
Reactive Strike — Reactive Strike
Rejuvenation (divine) — When a graveknight is destroyed, their armor rebuilds their 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 their armor (such as with Disintegrate), transporting it to the Forge of Creation, or throwing it into the heart of a volcano.
Void Healing — Negative Healing
Devastating Blast (arcane) — The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 4d12 acid damage (DC 24 Reflex save).
The graveknight can use this ability once every 1d4 rounds.
Graveknight's Curse (arcane, curse) — This curse affects anyone who wears a graveknight's armor for at least 1 hour
Saving Throw DC 24 Will save
Onset 1 hour
Stage 1 Doomed 1 and can't remove armor (1 day)
Stage 2 Doomed 2, –10-foot status penalty to Speeds, and can't remove armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Ruinous Weapons — Any weapon or unarmed attack the graveknight uses gains the effects of a +1 striking weapon and a caustic weapon rune.
Weapon Master — The graveknight has access to the critical specialization effects of any weapons it wields.
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