Graveknight Champion
Level 15Attacks
Abilities
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.
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.
The graveknight unleashes a 30-foot area of energy. Creatures in the area take 9d12 fire damage (DC 36 reflex save).
The graveknight can use this ability once every .
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
Any weapon or unarmed attack the graveknight uses gains the effects of a +1 greater striking weapon and a greater flaming weapon rune.
The graveknight has access to the critical specialization effects of any weapons it wields.
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.