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Graveknight

CREATURE 10

Graveknights are undead warriors granted unlife by a cursed suit of armor.


Perception +19; darkvision
Languages Common, Necril
Skills Athletics +23, Intimidation +22, Religion +19, Warfare Lore +20
Str +7, Dex +4, Con +4, Int +2, Wis +3, Cha +5

AC 31; Fort +21, Ref +19, Will +18
HP 175, rejuvenation, void healing; Immunities cold, death effects, disease, paralyzed, poison, unconscious, bleed
Reactive Strike

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this 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.

Sacrilegious Aura (aura, divine, void)

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 +17.

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.


Speed 25 feet
Melee Frost Greatsword +24 (cold, magical, versatile p), Damage 2d12+10 slashing plus 1d6 cold
Melee Frost Fist +24 (agile, cold, magical), Damage 2d6+10 bludgeoning plus 1d6 cold
Ranged Frost Composite Longbow +21 (cold, deadly d10, magical, propulsive, reload 0, volley 30, range increment 100 feet), Damage 2d8+6 piercing plus 1d6 cold
Devastating Blast (arcane, cold)

The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 11d6 cold with a DC 29 basic Reflex.

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 33 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.
Phantom Mount (arcane, summon)

HP 58; AC 27, Fort +17, Ref +15, Will +14


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.

Weapon Master

The graveknight has access to the critical specialization effects of any weapons it wields.

Pathfinder Monster CoreORC