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Graveknight

Shadows veil what lurks within the dark, imposing armor of this figure, though two piercing eyes gaze from its closed visor.

Graveknight CR 11

Source Bestiary 3 pg. 138
XP 12,800
Human graveknight fighter 10
LE Medium undead (augmented humanoid)
Init +5; Senses darkvision 60 ft.; Perception +19
Aura sacrilegious aura (30 ft., DC 19)

Defense

AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural)
hp 139 (10d10+80)
Fort +13, Ref +6, Will +6; +3 vs. fear
Defensive Abilities bravery +3, channel resistance +4, rejuvenation; DR 10/magic; Immune acid, cold, electricity, undead traits; SR 22

Offense

Speed 30 ft.
Melee +1 greatsword +25/+20 (2d6+19 plus 2d6 acid)
Ranged composite longbow +14/+9 (1d8+11/×3)
Special Attacks channel destruction, devastating blast (6d6 acid, DC 19), undead mastery (DC 19), weapon training (heavy blades +2, bows +1)

Statistics

Str 27, Dex 12, Con 10, Int 15, Wis 12, Cha 18
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Critical Focus, Dazzling Display, Greater Weapon Focus (greatsword), Improved InitiativeB, Mounted CombatB, Power Attack, Ride-By AttackB, Shatter Defenses, Spirited Charge, ToughnessB, Trample, Unseat, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Climb +13, Intimidate +25, Knowledge (nobility) +12, Perception +19, Ride +19, Swim +13; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Common, Dwarven, Infernal
SQ armor training 2, phantom mount, ruinous revivification

Ecology

Environment any land
Organization solitary or troop (graveknight plus 12–24 skeletal champions)
Treasure NPC gear (+1 full plate, +1 greatsword, composite longbow [+8 Str] with 20 arrows, belt of giant strength +2, other treasure)

Description

Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death. They bear the same weapons and regalia they did in life, though warped or empowered by their profane resurrection. The legions they once held also flock to them in death, ready to serve their wicked ambitions once more. A graveknight’s essence is fundamentally tied to its armor, the bloodstained trappings of its battle lust. This armor becomes an icon of its perverse natures, transforming into a monstrous second skin over the husk of desiccated flesh and scarred bone locked within.

Creating a Graveknight

“Graveknight” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most graveknights were once humanoids. A graveknight uses the base creature’s statistics and abilities except as noted here.

CR: Same as base creature +2.
Alignment: Any evil.
Type: The graveknight’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A graveknight gains darkvision 60 ft.
Aura: A graveknight emanates the following aura.
Sacrilegious Aura (Su): A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight’s armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight’s creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight’s Hit Dice + the graveknight’s Charisma modifier. If the character fails, the effect is expended but does not function.
Armor Class: Natural armor improves by +4.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a graveknight uses its Charisma modifier to determine bonus hit points.
Defensive Abilities: A graveknight gains channel resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.
The graveknight also gains the following ability.

Rejuvenation (Su): One day after a graveknight is destroyed, its armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Attacks: A graveknight gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the graveknight’s size (see Bestiary 302).
Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Charisma modifier unless otherwise noted.

Channel Destruction (Su): Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.
Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight’s ruinous revivification special quality.
Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s undead mastery for 24 hours.

A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Special Qualities: A graveknight gains the following.

Phantom Mount (Su): Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.
Ruinous Revivification (Su): At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight’s special abilities.

Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an undead creature, a graveknight has no Constitution score.
Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks.
Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness as bonus feats.

Graveknight Armor

In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. Unless every part of a graveknight’s armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a graveknight’s armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano.

Parasitic Armor

Source Undead Revisited pg. 18
Anyone who treats a graveknight's armor as simply battle spoils risks both body and soul. Graveknights rejuvenate when destroyed. Their bodies literally grow back, with tendrils of undead flesh coiling out from recesses in their armor like gruesome creepers, unless opponents take pains to also obliterate the armor. These unholy strands have no objection to infesting a living host instead of producing a new body for their master.

People who claim a graveknight's armor rarely recognize the threat until too late, as part of the magic of the rejuvenation makes wearers oblivious to the invasion of their own bodies. When they take the armor off to sleep, they overlook the puncture marks and deep fissures upon their skin. Some sinister instinct also causes them to conceal these wounds from their companions. Only the particularly observant (and a DC 25 Perception check) perceive the peril in time help their friend cast aside the armor.

Once the rejuvenation period ends 1d10 days later, the wearer must make a Will save (DC equal to 10 + 1/2 the graveknight's HD + the graveknight's Cha modifier) each day to avoid transforming into the original graveknight. This transformation consumes mind as well as body, immediately slaying the victim and utterly destroying the body.

To wear graveknight armor safely, its new owner must cleanse it of evil and forever sever its connection to its undead master. This cleansing requires the casting of three different spells in rapid succession. Two are always break enchantment and holy word. The third varies with each graveknight and relates back to the unique circumstances surrounding its first death and return. Figuring out the correct spell usually entails a great deal of research and careful thought. And of course, while this detective work is happening, the armor continues to steadily regenerate the graveknight.

Variants

Source Undead Revisited pg. 19
While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his afterlife as his graveknight armor— this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor's use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built.

Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron's name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible.

Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures.

Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to- be at the time of his death. Additional factors can increase this chance as well, at the GM's discretion