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Sanctum Knight

The devoted Knights of the Aeon Star who chose to serve in the Sanctum of Aroden believed their tours of duty would last, at most, a few years, and that they would emerge from the sanctum with glory and prestige. In truth, when Aroden died, these knights slowly starved to death after becoming trapped within the Sanctum, only to rise from death when the malevolent forces from the Heart of Sarnax got into their bodies and drew back their souls to serve as sanctum knights. These rare undead are found only in the Sanctum of Aroden.

Elite | Normal | Weak
Proficiency without Level

Elite Sanctum KnightCreature 3

Rare Medium Undead Unholy 
Source The Dead God's Hand pg. 150
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 23 (includes +5 from Rare) • Undead (Religion)
Perception +9; darkvision
Languages Azlanti, Common, Necril
Skills Athletics +10, Intimidation +9, Religion +7
Str +4, Dex +0, Con +3, Int +0, Wis +1, Cha +3
Items aeon armor, low-quality throneglass longsword, steel shield
AC 21; Fort +13, Ref +6, Will +9
HP 43 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances vitality 5
Proof of Undeath A sanctum knight believes themself to be a living immortal, but if offered proof that they are in fact undead, they must succeed at a DC 22 Will save or become frightened 1 (or frightened 3 on a critical failure). On a critical success, they’re temporarily immune to this fear for 24 hours. Once they recover from being frightened, their memories of the proof offered fade and they once again regard themselves as living immortals. Proof of undeath includes whenever they take vitality damage, whenever they restore HP as a result of void damage, or whenever a character within 30 feet presents evidence or an argument as a 2-action activity with the linguistic trait and succeeds at a DC 19 Deception, Diplomacy, or Intimidation check.
Speed 20 feet
Melee [one-action] longsword +12 [+7/+2] (versatile P), Damage 1d8+2+6 slashing plus muddle mindAeon Blast [two-actions] The sanctum knight chooses one of the aeon stars, then fires it from its orbit to detonate into a 20-foot-radius blast at any point within 120 feet, dealing 2d6 damage to creatures in the area (basic DC 20 Reflex save). The damage type depends on the color of the aeon star.
Black Aeon Star void damage
Gold Aeon Star electricity damage
Green Aeon Star acid damage
White Aeon Star spirit damage
Aeon Stars A sanctum knight has four tiny motes of light that constantly orbit their head. These four aeon stars are black, gold, green, and white, and each provides illumination equivalent to that of a lit candle. A sanctum knight can expend an aeon star to make an Aeon Blast (see above), but once a sanctum knight has used all of their aeon stars, they become slowed 1. An expended aeon star returns to its orbit around the sanctum knight's head automatically after 1 hour has passed.Muddle Mind (mental) The first time each round a creature takes damage from a throneglass weapon wielded by a sanctum knight, it must attempt a DC 20 Will save to avoid becoming stupefied 1 for 1 minute (or stupefied 1 for 24 hours on a critical failure). Regardless of the result of its save, the creature is temporarily immune to muddle mind for 1 round.

Sidebar - Additional Lore Life Eternal

While all sanctum knights are undead, they do not regard themselves as undead and instead believe they continue to live their previous lives as servants of Aroden who have been rewarded with immortality by him in return for their pledge of service.

Shelyn's Corner

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