Human Graveknight Antipaladin 17 CR 18
Male human graveknight antipaladin 17
CE Medium undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +27; Aura cowardice (10 ft.), depravity (10 ft.), despair (10 ft.), sacrilegious aura (30 ft., DC 24), sin (10 ft.), vengeance (10 ft.)
AC 33, touch 14, flat-footed 31 (+11 armor, +2 deflection, +1 Dex, +1 dodge, +5 natural, +3 shield)
hp 268 (17d10+170)
Fort +22, Ref +13, Will +18
Defensive Abilities channel resistance +4, rejuvenation; DR 10/magic and 5/good; Immune cold, electricity, fire (ruinous revivification), undead traits; SR 29 (this was not included in the original stat block but graveknights gain spell resistance equal to their CR +11)
Speed 20 ft.
Melee +3 longsword +28/+23/+18/+13 (1d8+10/19–20 plus 4d6 fire), slam +24 (1d4+7)
Ranged +1 composite longbow +20/+15/+10/+5 (1d8+1/×3)
Special Attacks channel destruction, channel negative energy (DC 24, 9d6), devastating blast (10d6 fire, DC 24), smite good 6/day (+6 attack and AC, +17 damage), undead mastery (DC 24)
Antipaladin Spell-Like Abilities (CL 17th; concentration +23)
At will—detect good
Antipaladin Spells Prepared (CL 14th; concentration +20)
4th—fear (DC 20), greater invisibility
3rd—dispel magic, nondetection, vampiric touch
2nd—blindness/deafness (DC 18), corruption resistance, invisibility, silence (2, DC 18)
1st—command (DC 17), disguise self, protection from good, protection from law, read magic, summon monster I (evil creatures only)
Str 24, Dex 14, Con —, Int 20, Wis 14, Cha 22
Base Atk +17; CMB +24 (+26 overrun); CMD 39 (41 vs. overrun)
Feats Dodge, Greater Vital Strike, Improved InitiativeB, Improved Overrun, Improved Vital Strike, Intimidating Prowess, Mounted CombatB, Power Attack, Ride-By AttackB, Shield Focus, Step Up, ToughnessB, Vital Strike, Weapon Focus (longsword)
Skills Bluff +25, Diplomacy +23, Intimidate +41, Knowledge (local) +22, Perception +27, Profession (merchant) +6, Ride +25, Sense Motive +22, Stealth +17
Languages Abyssal, Common, Necril, Orc, +2 additional
SQ cruelties (cursed, nauseated, poisoned, sickened, staggered), fiendish boon (fiendish servant), phantom mount, revitalizing corruption, ruinous revivification (fire), touch of corruption 14/day (8d6)
Combat Gear potions of fly (2), potion of haste; Other Gear +2 adamantine full plate, +1 buckler, +1 composite longbow with 40 arrows, +3 longsword, amulet of natural armor +1, belt of physical might +2 (Str, Dex), headband of mental prowess +2 (Int, Cha), ring of protection +2, diamond dust (worth 50 gp), 168 gp
Any weapon the graveknight wields seethes with energy, and deals an additional 4d6 points of fire damage.
Once per hour, it 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.
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.
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.
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.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Undead Unleashed © 2014, Paizo Inc.; Authors: Adam Daigle, Dave Gross, Mark Moreland, David N. Ross, Todd Stewart, and Jerome Virnich.