pathfinder-2-sqlite-MIRROR/data/monsters/Graveknight.yaml

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YAML

ability_mods:
cha_mod: 5
con_mod: 4
dex_mod: 4
int_mod: 2
str_mod: 7
wis_mod: 3
ac: 31
ac_special: null
automatic_abilities: null
description: 'Graveknights are undead warriors granted unlife by a cursed suit of
armor. <h2 class="title">Creating Graveknights</h2> You can turn an existing, living
creature into a graveknight by completing the following steps. It''s best to build
a graveknight from scratch, but if you don''t have the time, simply apply the template.
A creature should be at least level 5 before being converted to a graveknight. Increase
the creature''s level by 1 and change its statistics as follows. <ul><li>Increase
its attack rolls, AC, saving throws, Perception, and skills by 1, its HP by 5, and
its Strike damage by 1.</li></ul> <h3 class="title">Graveknight Abilities</h3> A
graveknight gains the undead and graveknight traits, and its alignment is usually
adjusted to evil. It loses any abilities that come from it being a living creature
and any traits that represent its life, such as human and humanoid. **Darkvision**
**Negative Healing** **Rejuvenation** (divine, necromancy) When a graveknight is
destroyed, its armor rebuilds its 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 its armor (such as with disintegrate), transporting it
to the Positive Energy Plane, or throwing it into the heart of a volcano. **Immunities**
death effects, disease, paralyzed, poison, precision, unconscious, plus one energy
type (the same chosen for ruinous weapons below). **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 the listed
counteract modifier. **Devastating Blast** |2| (arcane, evocation) The graveknight
unleashes a 30-foot cone of energy. Creatures in the area take 1d12 damage, plus
an additional 1d12 damage for every two levels the graveknight has (basic Reflex
save). The graveknight can use this ability once every 1d4 rounds. This energy damage
is of the same type as that of its ruinous weapons (see below); Devastating Blast
gains the associated energy trait. **Phantom Mount** |2| (arcane, conjuration, summon)
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. **Ruinous Weapons**
At the time of its creation, a graveknight chooses one of the following energy types
that was relevant to its life or death: acid, cold, electricity, or fire. Any weapon
the graveknight wields gains the effects of the caustic, frost, shock, or flaming
weapon rune, respectively, in addition to a +1 striking weapon rune. If the graveknight
is 14th level or higher, its weapons instead gain the effects of the greater versions
of both of these runes. **Weapon Master** The graveknight has access to the critical
specialization effects of any weapons it wields. <h3 class="title">Alternate Graveknight
Abilities</h3> Although the abilities listed above are standard for a graveknight,
you can create a more unusual graveknight by substituting one of the aforementioned
abilities (except for its rejuvenation ability) with one of the following. **Betrayed
Revivification** The graveknight died after being deeply betrayed. Instead of being
immune to a type of energy damage, it is immune to mental damage, its weapons deal
1d6 additional mental damage, and its Devastating Blast deals mental damage with
a Will saving throw instead of Reflex. **Create Grave Squire** The graveknight can
gift a piece of its armor to a willing ally, which becomes its grave squire. The
graveknight can communicate telepathically with its squire at any distance, see
through the squire''s senses, and cast suggestion as a divine innate spell through
the telepathic link at will; the squire treats its degree of success as one step
worse. If the graveknight''s main armor is destroyed, the squire''s piece expands
to cover the squire''s body over 1d10 days, after which point it becomes the graveknight''s
new body. The graveknight can have only one squire at a time, and must recover the
gifted piece of armor if it wishes to create a new squire. **Dark Deliverance**
The graveknight has positive resistance equal to its level. <h2 class="title">Graveknight
Armor</h2> Wearing graveknight armor is very risky, for the graveknight''s essence
rapidly parasitizes the new wearer, accelerating the graveknight''s rejuvenation.
This agonizing transformation inevitably kills the host, transforming their flesh
into the graveknight''s new body. Removing the curse allows a character to remove
the armor, but if it ever wears the armor again, the curse returns. If the wearer
dies from another cause while wearing the armor, or if the graveknight''s rejuvenation
completes before the wearer dies from the curse, the wearer immediately progresses
to stage 3. **Graveknight''s Curse** (arcane, curse, necromancy) This curse affects
anyone who wears a graveknight''s armor for at least 1 hour. **Saving Throw** 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.'
divine_spells: null
hp: 175
immunities:
- death effects
- disease
- paralyzed
- poison
- precision
- unconscious
- plus one energy type (the same chosen for ruinous weapons below).
innate_spells: null
items: null
languages:
- Common
- Necril
level: 10
melee:
- action_cost: One Action
damage:
formula: 2d12+10 plus 1d6 cold
type: slashing
name: frost greatsword
to_hit: 24
traits:
- cold
- magical
- versatile P
- action_cost: One Action
damage:
formula: 2d6+10 plus 1d6 cold
type: bludgeoning
name: fist
to_hit: 23
traits:
- agile
- cold
name: Graveknight
perception: 19
proactive_abilities:
- action_cost: Two Actions
description: 6d12 cold, DC 29
name: Devastating Blast
traits:
- arcane
- cold
- evocation
- description: DC 33
name: Graveknight's Curse
traits: null
- description: HP 58; AC 27, Fort +17, Ref +15, Will +14.
name: Phantom Mount
traits:
- arcane
- conjuration
- description: ''
name: Weapon Master
traits: null
ranged:
- action_cost: One Action
damage:
formula: 2d8+6 plus 1d6 cold
type: piercing
name: frost composite longbow
to_hit: 21
traits:
- cold
- deadly 1d10
- magical
- range increment 100 feet
- reload 0
- volley 30 feet
resistances: null
saves:
fort: 21
ref: 19
will: 18
saves_special:
fort: null
ref: null
will: null
senses:
- darkvision
skills:
Athletics: 23
Intimidation: 22
Religion: 19
skills_special: null
speed:
- amount: 25
type: Land
spell_attack_to_hit: null
spell_dc: null
traits:
- LE
- Large
- Undead
type: Creature