Captain Talymir

Level 11
Creature· graveknightUniqueMediumRemaster
AC 31
HP 180 (rejuvenation, void healing)
Speed 25 ft.
Fort +20
Ref +18
Will +22
Perc +21
Size Medium
Unique
graveknightundeadunholy
Immunities cold, death effects, disease, paralyzed, poison, unconscious, bleed
Languages common, draconic, necril
Senses darkvision
Skills athletics +24, intimidation +22, religion +21
Recall Knowledge religion DC 38

Attacks

Melee Frost Greatsword +25/+20/+15(cold, magical, versatile P)
Damage: 2d12+13 slashing + 1d6 cold
Melee Fist +24/+20/+16(agile, cold, unarmed)
Damage: 2d10+13 bludgeoning + 1d6 cold
Ranged Frost Composite Longbow +22/+17/+12 (range 100 ft.)(cold, deadly d10, magical, propulsive, reload 0 ft., volley 30 ft.)
Damage: 2d8+9 piercing + 1d6 cold

Abilities

Dragon Bondedinteraction

Captain Talymir is immune to Ulugurnix's frightful presence aura, Poison Breath, and stench aura. If Ulugurnix is destroyed, Captain Talymir becomes infuriated. He deals 2 additional damage on melee Strikes and becomes Quickened for 3 rounds; he can use the extra action to Stride or Strike.

Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Sacrilegious Auradefensive(aura, divine, void)

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 +18.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Devastating Blast◆◆offensive(arcane, cold)

The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 12d6 cold with a DC 30 reflex. The graveknight can use this ability once every 1d4 Recharge Devastating Blast rounds.

Graveknight's Curseoffensive(arcane, curse)

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 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.

Weapon Masteroffensive

The graveknight has access to the critical specialization effects of any weapons it wields.

Description

Graveknights are undead warriors granted unlife by a cursed suit of armor.

Traits

Graveknight