Daidian Ruel
Level 20Attacks
Abilities
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.
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 +34.
The graveknight unleashes a 30-foot area of energy. Creatures in the area take 21d6 mental with a DC 40 will save.
The graveknight can use this ability once every 1d4 Recharge Devastating Blast rounds.
This curse affects anyone who wears a graveknight's armor for at least 1 hour
Saving Throw DC 42 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.
HP 125; AC 40, Fort +32, Ref +27, Will +29
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 the graveknight wields or unarmed attack the graveknight uses gains the effects of the greater fearsome weapon rune, deals an additional 1d6 mental damage, and functions as a +1 striking weapon rune.
The graveknight has access to the critical specialization effects of any weapons it wields.