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Graveknight Champion

Creature 15 (uncommon) — undead, unholy

Once the servant of a deity, the graveknight champion returned as an undead after a life cut short in service to their god. 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 +27
Skills athletics +31, intimidation +29, religion +27
Str
+8
Dex
+4
Con
+5
Int
+2
Wis
+4
Cha
+6
AC 38 Fort +28 Ref +26 Will +25
HP 275
Immunities bleed, death-effects, disease, fire, paralyzed, poison, unconscious
Speed 25 feet

Offense

Melee Greatpick +30, Damage 3d10+16 piercing
Melee Fist +30, Damage 3d6+16 bludgeoning plus 1d6 fire
Ranged Composite Shortbow +28, Damage 3d6+10 piercing

Abilities

Clutching Armor (arcane) — The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so.
Reactive Strike — Reactive Strike
Void Healing — Negative Healing
Channel Magic — The graveknight redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack modifier. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after they've completed Channeling Magic. The graveknight can't use Channel Magic again for 1d4 rounds.
Devastating Blast (arcane, fire) — The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 9d12 fire damage (DC 36 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 40 Will save Onset 1 hour Stage 1 Doomed 1 and cannot remove the armor (1 day) Stage 2 Doomed 2, speed penalty of -10 feet, and cannot remove the 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 greater striking weapon and a greater flaming weapon rune.
Weapon Master — The graveknight has access to the critical specialization effects of any weapons it wields.

Spells

Eclipse Burst (rank 7)
Execute (rank 7)
Divine Immolation (rank 5)
Chilling Darkness (rank 3)
Fireball (rank 3)
Fireball (rank 3)
Spiritual Armament (rank 2)
Divine Lance (rank 1)
Light (rank 1)
Shield (rank 1)
Void Warp (rank 1)

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