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Mavanagiti

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Elite | Normal | Weak
Proficiency without Level

MavanagitiCreature 17

Unique Medium Undead Unholy 
Source Coils of the King pg. 129
Recall Knowledge DC 36 (46 if Unique applies) • Undead (Religion)
Variant graveknight champion
Perception +14; darkvision, scent (imprecise) 30 feet
Languages Aklo, Common, Draconic, Necril, Sakvroth; telepathy 100 feet
Skills Athletics +18, Intimidation +16, Religion +10, Ydersius Lore +14
Str +8, Dex +5, Con +6, Int +3, Wis +4, Cha +7
Items glaive, +2 resilient full plate
AC 25; Fort +15, Ref +13, Will +12 (+2 status vs. mental)
HP 315 (rejuvenation, void healing), Regeneration 10 (deactivated by mental); Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Clutching Armor [reaction] (arcane) Trigger A creature attempts to move away from the graveknight champion; Effect The graveknight champion's armor animates and attempts to Grab the triggering creature. It makes an Athletics check to Grapple at +29. The armor can continue to Grapple the creature normally. Since the armor is grappling the creature, the graveknight doesn't need a free hand to do so.Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] glaive +17 [+12/+7] (deadly d8, forceful, magical, mental, reach 10 feet), Damage 3d8+14 piercing plus 1d6 mentalMelee [one-action] fist +17 [+13/+9] (agile, magical, mental), Damage 3d6+14 bludgeoning plus 1d6 mentalInnate Divine Spells DC 21, attack +13; 8th execute (×2); 7th eclipse burst, execute; 6th fireball, spiritual armament; 5th chilling darkness, divine immolation; 4th fireball; Cantrips (8th) daze, divine lance, shield, void warp
Channel Magic [two-actions] The graveknight champion redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight champion Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack modifier. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight champion then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after they've completed Channeling Magic. The graveknight champion can't use Channel Magic again for 1d4 rounds.Devastating Blast [two-actions] (arcane, amp) The graveknight champion unleashes a 30-foot cone of energy. Creatures in the area take 18d6 mental with a DC 21 2297"basic" Reflex save. The graveknight champion can use this ability once every 1d4 rounds.Graveknight's Curse (arcane, curse) This curse affects anyone who wears a graveknight champion's armor for at least 1 hour; Saving Throw DC 25 Will save; Onset 1 hour; Stage 1 doomed 1 and can't remove armor (1 day); Stage 2 doomed 2, –10- foot status penalty to Speeds, and can't remove armor (1 day); Stage 3 dies and transforms into the armor's graveknight.Ruinous Weapons Any weapon or unarmed attack the graveknight uses gains the effects of a +1 greater striking weapon and a greater fearsome weapon rune.Weapon Master The graveknight has access to the critical specialization effects of any weapons they wield.

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