XP 153,600 DEFENSEAC 33, touch 14, flat-footed 31 (+11 armor, +2 deflection, +1 Dex, +1 dodge, +5 natural, +3 shield) OFFENSESpeed 20 ft. 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 STATISTICSStr 24, Dex 14, Con —, Int 20, Wis 14, Cha 22 SPECIAL ABILITIESChannel Destruction [Fire] (Su)Any weapon the graveknight wields seethes with energy, and deals an additional 4d6 points of fire damage. Phantom Mount (Su)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. 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. Revitalizing Corruption (Ex)This creature has the ability to restore its own hit points with touch of corruption as a swift action. Doing so still requires a free hand, causing him to lose his shield bonus to AC for that round. Ruinous Revivification [Fire] (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. 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. |