The Foresworn

Level 13
Creature· graveknightUniqueMediumRemaster
AC
34
HP
235
Speed
25 ft.
Perception
+23
Fort
+26
Ref
+20
Will
+23
Languages common, diabolic, necril
Senses darkvision
Skills athletics +27, intimidation +24, religion +24
Recall Knowledge DC 41 (religion)

Attacks

Ranged Composite Shortbow +22 (deadly-d10, magical, propulsive, reload 0 ft.), Damage 1d6 electricity plus 2d6+6 piercing
Melee War Flail +26 (disarm, magical, sweep, trip), Damage 1d6 electricity plus 2d10+10 bludgeoning

Abilities

Reactive Strike
Rejuvenation

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.

Sacrilegious Aura

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.

Thorned Armor

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.

Void Healing
Devastating Blast◆◆

The graveknight unleashes a 30-foot area 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.

Graveknight's Curse

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.

Phantom Mount◆◆◆

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.

Weapon Master

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