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Graveknight Captain

Creature 6 (uncommon) — undead, unholy

AnvilCrasherLANDundeadunholyacid

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; darkvision
Languages common, necril
Skills athletics +16, intimidation +15, survival +12, Warfare Lore +13
Str
+5
Dex
+3
Con
+4
Int
+1
Wis
+2
Cha
+3
Items Warhammer, Graveknight's Shield, Full Plate
AC 24 (26 with shield raised) Fort +16 Ref +14 Will +13
HP 90 (rejuvenation, void healing)
Immunities acid, bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet

Offense

Melee Warhammer (acid, magical, shove) +16, Damage 2d8+7 bludgeoning plus 1d6 acid
Melee Fist (acid, agile, unarmed) +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
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 — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.

WORKS WELL WITH

WeaverLANDA caster debuffing Reflex saves increases the number of foes caught in Devastating Blast's cone.
SniperLANDA ranged attacker stays safe behind the graveknight's durable, Rejuvenation-backed front line.
FlankerLANDA mobile skirmisher exploits foes distracted by the graveknight's Reactive Strike threat range.

PUNISHES

✖ attrition tactics without burst✖ death-effect reliance✖ low Reflex
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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