Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant graveknight
Ability
Attack of Opportunity
Ability
Designate Blood-Foe
Korog declares one creature he can see within 30 feet to be his blood- foe whom he swears to defeat. He can have up to three blood-foes designated at a time; any additional blood- foe removes another blood-foe of Korog's choice. Korog treats the results of Perception checks made against blood-foes as improved by one degree, and he has a +2 circumstance bonus to AC against his blood-foes' attacks.
Ability
Devastating Blast
The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 9d12 electricity damage (DC 37 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 37 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
Korog's Command
Frequency: once per round
Effect: Korog commands his allies to take an action. All allies who hear or see him are quickened 1 for 1 round and can use this extra action to Step, Stride, or make a Strike against one of Korog's blood-foes.
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 +26 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)
greater shock maul +30 [+25/+20] (magical, shove), Damage 3d12+17 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
and unconscious
death effects
disease
electricity
paralyzed
poison
precision
Item
+2 greater shock maul
+2 resilient full plate
Language
Hallit
Perception
darkvision