The Foresworn
Level 13Attacks
Abilities
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.
When a graveknight is destroyed, their armor rebuilds their 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 their 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 +22.
Trigger A creature grapples the Foresworn or Strikes him with an unarmed or melee weapon without the reach trait Effect Barbs tangle the triggering creature's attacking limb, and it must attempt a DC 30 reflex save. On a failure, it must attempt a DC 5 flat to move away from the Foresworn. On a critical failure, this flat check increases to DC 10.
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.
The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 20d4 electricity for a creature of the graveknight's level with a DC 33 reflex. The graveknight can use this ability once every 1d4 Recharge Devastating Blast rounds.
This curse affects anyone who wears a graveknight's armor for at least 1 hour Saving Throw DC 37 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.
HP 78; AC 30, Fort +22, Ref +16, Will +19 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.
The graveknight has access to the critical specialization effects of any weapons it wields.