Graveknight
Level 10Attacks
Abilities
When a graveknight is destroyed, their armor rebuilds their body over the course of 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 .
The graveknight unleashes a 30-foot area of energy. Creatures in the area take 11d6 cold with a DC 29 reflex.
The graveknight can use this ability once every rounds.
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.
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.
The graveknight has access to the critical specialization effects of any weapons it wields.
Graveknights are undead warriors granted unlife by a cursed suit of armor.