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Kellid Graveknight

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Kellid GraveknightCreature 14

Legacy Content

Rare NE Medium Undead 
Source Kingmaker Adventure Path pg. 401
Variant graveknight
Perception +27; darkvisiondarkvision
Languages Hallit
Skills Acrobatics +29, Athletics +32, Intimidation +30, Religion +27, Survival +27
Str +8, Dex +5, Con +4, Int +2, Wis +5, Cha +4
Items +2 greater frost warhammer, resilient splint mail, +1 greater frost greater striking dagger
AC 37; Fort +24, Ref +25, Will +27
HP 255 (negative healing, rejuvenation); Immunities cold, death effects, disease, paralyzed, poison, precision, and unconscious
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 +23 counteract modifier.Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] warhammer +30 [+25/+20] (magical, shove), Damage 3d8+16 bludgeoning plus 1d6 coldMelee [one-action] dagger +28 [+24/+20] (agile, finesse, versatile S), Damage 3d4+14 piercing plus 1d6 coldRanged [one-action] dagger +27 [+23/+19] (agile, finesse, versatile S), Damage 1d4+14 piercing plus 1d6 coldDevastating Blast [two-actions] (arcane, cold, evocation) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 cold damage (DC 34 basic Reflex save). The graveknight can use this ability once every 1d4 rounds.Graveknight's Curse This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 34 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.Repulsing Blow [one-action] (arcane, enchantment, incapacitation, mental) Requirements The graveknight's last action was a success with a Strike using a shove weapon. Effect The target struck by the shove weapon is knocked back 10 feet and must succeed at a DC 33 Will save or be unable to approach within 5 feet of the graveknight for 1 round. If the last action was a critical hit, the target automatically fails the Will save.Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields.