Kellid Graveknight
Level 14Attacks
Abilities
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 counteract modifier of .
The graveknight unleashes a 30-foot area of energy. Creatures in the area take 8d12 cold damage (DC 34 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 34 will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, the creature's Speed is reduced by 10, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Effect: Graveknight's Curse
Requirements The graveknight's last action was a success with a Strike using a shove weapon.
Effect The target struck by the shove weapon is knocked back 10 feet and must succeed at a DC 33 will save or be unable to approach within 5 feet of the graveknight for 1 round. If the last action was a critical hit, the target automatically fails the Will save.
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.