Graveknight Warmaster
CREATURE 14Exemplars 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.
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.
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.
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.
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.
The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 electricity damage (DC 34 basic Reflex save).
The graveknight can use this ability once every 1d4 rounds.
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.
Any weapon or unarmed attack the graveknight uses gains the effects of the +1 greater striking and Greater Shock weapon runes.
The graveknight has access to the critical specialization effects of any weapons it wields.