Graveknight Warmaster
Creature 14 (uncommon) — undead, unholy
AnvilMenderLANDundeadunholy
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; darkvision
Languages common, necril
Skills athletics +28, deception +26, intimidation +28, religion +24, society +25, Warfare Lore +27
Str
+8
Dex
+4
Con
+5
Int
+3
Wis
+4
Cha
+6
Items Heavy Crossbow, War Flail, Full Plate
AC 37
Fort +27
Ref +24
Will +24
HP 255 (void healing, rejuvenation)
Immunities bleed, death-effects, disease, electricity, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee War Flail (disarm, electricity, magical, sweep, trip) +29, Damage 3d10+14 bludgeoning
Melee Fist (agile, electricity, magical) +29, Damage 3d6+14 bludgeoning
Ranged Heavy Crossbow (electricity, magical, reload-2) +25, range increment 120 feet, 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 —
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.
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 — 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, 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.
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.
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.
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.
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.
WORKS WELL WITH
SniperLANDRanged damage avoids the disarm risk of Hungry Armor while the graveknight anchors the melee line and empowers allies to Strike after it.
SnareLANDA controller that keeps a target adjacent lets the graveknight's Reactive Strike and War Flail trip punish any attempt to disengage.
FlankerLANDA mobile striker can capitalize on the extra Strike the graveknight grants allies after its own attack, converting one action into two hits.
PUNISHES
✖ healing reliance✖ melee reliance✖ clumping
Avoid stacking with another heavy melee blocker; the party only needs to solve one Reactive Strike wall to make progress.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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