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Graveknight Warmaster

CREATURE 14

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.


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

AC 37; Fort +27, Ref +24, Will +24
HP 255, void healing, rejuvenation; Immunities bleed, death effects, disease, electricity, paralyzed, poison, unconscious
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

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, 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.

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.


Speed 25 feet
Melee War Flail +29 (disarm, electricity, magical, sweep, trip), Damage 3d10+14 bludgeoning
Melee Fist +29 (agile, electricity, magical), Damage 3d6+14 bludgeoning
Ranged Heavy Crossbow +25 (electricity, magical, reload 2, range increment 120 feet), Damage 3d10+6 piercing
Devastating Blast (arcane, electricity)

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.

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.
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.

Effect: Graveknight's Curse

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.

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.

Pathfinder Monster Core 2ORC