Graveknight Warmaster
Level 14Attacks
Abilities
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 -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 .
The graveknight unleashes a 30-foot area of energy. Creatures in the area take 8d12 electricity damage (DC 34 reflex save).
The graveknight can use this ability once every .
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.
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
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.
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.