Kellid Graveknight

Level 14
Creature· evilRareMediumLegacy
AC 37
HP 255 (void healing, rejuvenation)
Speed 25 ft.
Fort +24
Ref +25
Will +27
Perc +27
Size Medium
Rare
Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious
Languages hallit
Senses darkvision
Skills athletics +32, intimidation +30, acrobatics +29, religion +27, survival +27
Recall Knowledge religion DC 37

Attacks

Melee Warhammer +30/+25/+20(magical, shove)
Damage: 3d8+16 bludgeoning + 1d6 cold
Melee Dagger +28/+24/+20(agile, finesse, magical, versatile S)
Damage: 3d4+14 piercing + 1d6 cold
Melee Dagger +27/+23/+19(agile, magical, thrown 10 ft., versatile S)
Damage: 1d4+14 piercing + 1d6 cold

Abilities

Attack of Opportunitydefensive

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.

Rejuvenationdefensive(divine)

When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 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 its armor (such as with Disintegrate), transporting it to the Forge of Creation, or throwing it into the heart of a volcano.

Sacrilegious Auradefensive(aura, divine, evil)

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 +23.

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 8d12 cold damage (DC 34 reflex save). The graveknight can use this ability once every 1d4 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 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

Repulsing Blowoffensive(arcane, incapacitation, mental)

Requirements The graveknight's last action was a success with a Strike using a shove weapon.

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.

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