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Graveknight Champion

CREATURE 15

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.


Perception +27; darkvision
Languages Common, Necril
Skills <Deity> Lore +27, 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, rejuvenation, void healing; Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious
Clutching Armor (arcane)
Trigger A creature attempts to move away from the graveknight

Effect The graveknight's armor animates and attempts to Grab the triggering creature. It makes an Athletics check to Grapple using the graveknight's Athletics modifier – 2.

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

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.

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 Greatpick +30 (fatal d12, fire, magical), Damage 3d10+16 piercing
Melee Fist +30 (agile, fire, unarmed), Damage 3d6+16 bludgeoning plus 1d6 fire
Ranged Composite Shortbow +28 (deadly d10, fire, magical, reload 0, range increment 60 feet), Damage 3d6+10 piercing
Divine Innate Spells DC 33, attack +25; 7th Eclipse Burst, Execute; 6th Fireball, Spiritual Armament; 5th Divine Immolation, Chilling Darkness; 4th Fireball; Cantrips (8th) Divine Lance, Light, Shield, Void Warp
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 basic 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.

Effect: Graveknight's Curse

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.

Pathfinder Monster Core 2ORC