Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Pathfinder 2e) (Graveknight)
Actions/Abilities/Traits: (Pathfinder 2e) (Graveknight)
Ability
Attack of Opportunity
Ability
Devastating Blast
(arcane, cold, evocation) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 6d12 cold damage (DC 29 basic Reflex save). The graveknight can use this ability once every 1d4 rounds.
Ability
Graveknight's Curse
This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 33 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight.
Ability
Phantom Mount
(arcane, conjuration) The graveknight summons a supernatural mount as per phantom steed, heightened to a level equal to half the graveknight's level. Unlike phantom steed, 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. HP 58; AC 27, Fort +17, Ref +15, Will +14.
Ability
Sacrilegious Aura
(abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +17 counteract modifier.
Ability
Weapon Master
The graveknight has access to the critical specialization effects of any weapons it wields.
Offense
Melee
Circumstance: combat round (melee)
frost greatsword +24 [+19/+14] (cold, magical, versatile P), Damage 2d12+10 slashing plus 1d6 cold
Offense
Ranged
Circumstance: combat round (ranged)
frost composite longbow +21 [+16/+11] (cold, deadly 1d10, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercing plus 1d6 cold
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
cold
death
disease
paralyzed
poison
unconscious
Item
+1 resilient full plate
composite longbow (20 arrows)
greatsword
Language
Common
Necril
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Graveknight Captain)
Actions/Abilities/Traits: (Pathfinder 2e) (Graveknight Captain)
Ability
Attack of Opportunity [Reaction]
Ability
Devastating Blast
(arcane, electricity, evocation) The graveknight unleashes a 30-foot cone of electricity. Creatures in the area take 4d12 electricity damage(DC 24 basic Reflex save). The graveknight can use this ability once every 1d4 rounds.
Ability
Graveknight's Curse
(arcane, curse, necromancy) This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 24 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight.
Ability
Graveknight's Shield
1. The shield is quasi-independent of the graveknight and automatically protects the graveknight from harm. When the shield is raised, it automatically uses Shield Block to reduce the damage of the first attack against the graveknight each round without the graveknight needing to spend their reaction to do so. The shield automatically rejuvenates with the rest of the graveknight and must be destroyed in the same manner as the graveknight's armor.
Ability
Weapon Master
The graveknight has access to the critical specialization effects of any weapons it wields.
Offense
Melee
Circumstance: combat round (melee)
warhammer +16 [+11/+6] (electricity, magical, shove), Damage 2d8+7 bludgeoning plus 1d6 electricity
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death
disease
electricity
paralyzed
poison
unconscious
Item
+1 full plate
graveknight's shield
shock warhammer
Language
Common
Necril
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Graveknight Champion)
Actions/Abilities/Traits: (Pathfinder 2e) (Graveknight Champion)
Ability
Attack of Opportunity [Reaction]
Ability
Channel Magic
The graveknight redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after it's completed Channeling Magic. The graveknight can't use Channel Magic again for 1d4 rounds.
Ability
Clutching Armor [Reaction]
2. The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so.
Ability
Devastating Blast
(arcane, evocation, fire) The graveknight unleashes a 30-foot cone of fire. Creatures in the area take 8d12 fire damage(DC 36 basic Reflex save). The graveknight can use this ability once every 1d4 rounds.
Ability
Graveknight's Curse
(arcane, curse, necromancy) This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 24 Will save; Onset 1 hour; Stage 1 doomed 1 and cannot remove the armor (1 day); Stage 2 doomed 2, hampered 10, and cannot remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight.
Ability
Innate Divine Spells
DC 33, attack +25; 7th eclipse burst, finger of death; 6th fireball, scorching ray; 5th cone of cold, flame strike; 4th fireball; Cantrips (7th) chill touch, daze, light, shield
Ability
Weapon Master
The graveknight has access to the critical specialization effects of any weapons it wields.
Offense
Melee
Circumstance: combat round (melee)
greatpick +31 [+26/+21] (fatal d12, fire, magical), Damage 3d10+16 slashing plus 1d6 fire
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +28 [+23/+18] (deadly d10, fire, magical, range increment 60 feet, reload 0), Damage 3d6+10 piercing plus 1d6 fire
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death
disease
fire
paralyzed
poison
unconscious
Item
+2 resilient full plate
greater flaming composite shortbow (20 arrows)
greater flaming greatpick
Language
Common
Necril
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Graveknight Warmaster)
Actions/Abilities/Traits: (Pathfinder 2e) (Graveknight Warmaster)
Ability
Attack of Opportunity [Reaction]
Ability
Devastating Blast
(arcane, electricity, evocation) The graveknight unleashes a 30-foot cone of lightning. Creatures in the area take 8d12 electricity damage (DC 34 basic Reflex save). The graveknight can use this ability once every 1d4 rounds.
Ability
Exemplar of Violence
Frequency: once per round
Effect: The graveknight attempts a Strike as their armor flashes with sinister power that spurs allies to violence. After the Strike, allies who can see the graveknight can use a reaction to Step or Stride, but they must end this movement in a space adjacent to an enemy. One ally of the graveknight's choice can instead use a reaction to Strike.
Ability
Graveknight's Curse
This curse affects anyone who wears a graveknight's armor for at least 1 hour; Saving Throw DC 39 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove the armor (1 day); Stage 2 doomed 2, hampered 10, and can't remove the armor (1 day); Stage 3 dies and transforms into the armor's graveknight
Ability
Hungry Armor
A creature that Strikes a graveknight warmaster with a melee weapon must succeed at a DC 31 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the graveknight's space. A creature that hits a graveknight warmaster with an unarmed attack must succeed at a DC 31 Reflex save or become grabbed by the graveknight until the end of its next turn, it Escapes, or the graveknight moves, whichever comes first.
Ability
Phantom Mount
(arcane, conjuration) The graveknight summons a supernatural mount as per phantom steed, heightened to 7th level. The steed has AC 34, Fort +23, Ref +20, Will +20, and 85 Hit Points. If the steed is destroyed, the graveknight must wait 1 hour before using this ability again.
Ability
Rejuvenation
(divine, necromancy) 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 (see Graveknight Armor below). 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 Positive Energy Plane, or throwing it into the heart of a volcano.
Ability
Ruinous Weapons
Any weapon or unarmed attack the graveknight uses gains the effects of the +1 greater striking and greater shock weapon runes.
Ability
Sacrilegious Aura
(abjuration, aura, divine, evil) 30 feet. When a creature in the aura uses a positive spell or ability, the graveknight automatically attempts to counteract it, with a +23 counteract modifier.
Ability
Weapon Master
The graveknight has access to the critical specialization effects of any weapons they wield.
Offense
Melee
Circumstance: combat round (melee)
war flail +29 [+24/+19] (disarm, electricity, magical, sweep, trip), Damage 3d10+14 bludgeoning plus 1d6 electricity
Offense
Ranged
Circumstance: combat round (ranged)
heavy crossbow +25 [+20/+15] (electricity, magical, range increment 120 feet, reload 2), Damage 3d10+6 piercing plus 1d6 electricity
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
electricity
paralyzed
poison
unconscious
Item
+1 resilient full plate
heavy crossbow (20 bolts)
war flail
Language
Common
Necril
Perception
darkvision