Graveknight Warmaster
Creature 14 (uncommon) — undead, unholy
Exemplars of undying violence, graveknight warmasters are devastating forces on the battlefield, able to spur allies to ever greater levels of violence. 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 +26
Skills athletics +28, deception +26, intimidation +28, religion +24, society +25
Str
+8
Dex
+4
Con
+5
Int
+3
Wis
+4
Cha
+6
AC 37
Fort +27
Ref +24
Will +24
HP 255
Immunities bleed, death-effects, disease, electricity, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee War Flail +29, Damage 3d10+14 bludgeoning
Melee Fist +29, Damage 3d6+14 bludgeoning
Ranged Heavy Crossbow +25, Damage 3d10+6 piercing
Abilities
Hungry Armor — A creature that Strikes a graveknight warmaster with a melee weapon must succeed at a DC 31 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the graveknight's space. A creature that hits a graveknight warmaster with an unarmed attack must succeed at a DC 31 Reflex save or become Grabbed by the graveknight until the end of its next turn, when it Escapes, or when the graveknight moves, whichever comes first.
Reactive Strike — Reactive Strike
Rejuvenation (divine) — 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 Forge of Creation, or throwing it into the heart of a volcano.
Sacrilegious Aura (aura, divine, unholy) — 30 feet. When a creature in the aura uses a vitality spell or ability, the graveknight automatically attempts to counteract it, with a +23 counteract modifier.
Void Healing — Negative Healing
Devastating Blast (arcane, electricity) — The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 electricity damage (DC 34 Reflex save).
The graveknight can use this ability once every 1d4 rounds.
Exemplar of Violence (visual) — Frequency once per round
Effect The graveknight attempts a Strike as their armor flashes with sinister power that spurs allies to violence. After the Strike, allies who can see the graveknight can use a reaction to Step or Stride, but they must end this movement in a space adjacent to an enemy. One ally of the graveknight's choice can instead use a reaction to Strike.
Graveknight's Curse (arcane, curse) — This curse affects anyone who wears a graveknight's armor for at least 1 hour
Saving Throw DC 39 Will
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.
Phantom Mount (arcane, summon) — 7th rank; the steed has AC 34, Fort +23, Ref +20, Will +20, and 85 Hit Points
The graveknight summons a supernatural mount, as Marvelous Mount heightened to a rank equal to half the graveknight's level.
Unlike marvelous mount, the steed's AC and saving throw bonuses are all 4 lower than the graveknight's, and the steed has one-third the graveknight's Hit Points (rounded down).
If the steed is destroyed, the graveknight must wait 1 hour before using this ability again.
Ruinous Weapons — Any weapon or unarmed attack the graveknight uses gains the effects of the +1 greater striking and Greater Shock weapon runes.
Weapon Master — The graveknight has access to the critical specialization effects of any weapons it wields.
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