Kellid Graveknight
Creature 14 (rare) — undead, unholy
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDundeadcold
Graveknights are undead warriors granted unlife by a cursed suit of armor.
Source: kingmaker-bestiary (Pre-Remaster)
Perception +27; darkvision
Languages hallit
Skills acrobatics +29, athletics +32, intimidation +30, religion +27, survival +27
Str
+8
Dex
+5
Con
+4
Int
+2
Wis
+5
Cha
+4
Items Dagger, Warhammer, Splint Mail
AC 37
Fort +24
Ref +25
Will +27
HP 255 (void healing, rejuvenation)
Immunities bleed, cold, death-effects, disease, paralyzed, poison, unconscious
Speed 25 feet
Offense
Melee Warhammer (magical, shove) +30, Damage 3d8+16 bludgeoning plus 1d6 cold
Melee Dagger (agile, finesse, magical, versatile-s) +28, Damage 3d4+14 piercing plus 1d6 cold
Ranged Dagger (agile, magical, thrown-10, versatile-s) +27, Damage 1d4+14 piercing plus 1d6 cold
Abilities
Attack of Opportunity —
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, evil) — 30 feet. When a creature in the aura uses a vitality spell or ability, the graveknight automatically attempts to counteract it, with a counteract modifier of +23.
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, cold) — The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 cold damage (DC 34 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 34 Will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, the creature's Speed is reduced by 10, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Saving Throw DC 34 Will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, the creature's Speed is reduced by 10, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Repulsing Blow (arcane, incapacitation, mental) —
Weapon Master — The graveknight has access to the critical specialization effects of any weapons it wields.
WORKS WELL WITH
WeaverLANDA Weaver herds enemies into formation for Devastating Blast while the graveknight's Attack of Opportunity and shove dictate engagement tempo.
ShadeLANDA Shade pressures priority from off-angles while the graveknight's Sacrilegious Aura denies vitality counterplay and his AoO controls positioning.
PUNISHES
✖ vitality magic✖ clumping✖ melee without reach
allies using vitality magic within the aura
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kellid Graveknight in the encounter builder — free, no install.
Open in PathfinderGM →