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Graveknight ~ CR 11

This skeletal corpse wears a suit of infused armor that radiates negative energy and is outlined with energy of a specific type.

Environment: Any

Organization: 1


Proficiency Score: +12

Medium; Honor/Neutral; native, outsider, undead


Armor Class: 27 (+2 Dex, +3 Armor, +12 Proficiency Score)

Hit Points: 128 (16d8)

Speed: 30 feet

Initiative: +2 (advantage)


STRDEXCONINTWISCHA
18 (+4)14 (+2)17 (+3)18 (+4)18 (+4)

Saves: 

  • Fortitude +12
  • Reflex +14
  • Will +16

Skills: 

  • Acrobatics +14
  • Arcana +15
  • Athletics +16
  • Craft (Calligraphy) +15
  • Deception +16 (disadvantage)
  • Diplomacy +16 (disadvantage)
  • History +15
  • Insight +16
  • Intimidate +16
  • Lore (planes) +15
  • Perception +16
  • Society +15
  • Stealth +14 (advantage)
  • Survival +16

Immunities:

  • Effects with the death, nonlethal, or psychic tags
  • Ability damage, ability drain, disease, poison, and sleep
  • Enervated, Fatigued, Paralyzed, Persistent Damage, and Stunned conditions
  • Any effects that require a Fortitude save (unless it is applicable to objects)
  • Instant Death
  • See Ruinous Revivification

Resistances:

  • 10 against all damage except effects with the integrity or positive tags
  • 20 against effects with the magical tag except effects with the positive tag
  • see Ruinous Revivification

Senses: Passive Perception 26, dark vision 60 feet

Languages: Abyssal, Aklo, Celestial, Common, Draconic, Infernal, and Undercommon


Aura (Aligned, 30-foot aura). A Graveknight radiates an aura that dampens effects with the positive tag. All effects with the positive tag cease to function within 30 feet of a Graveknight unless it is one of the following:

  • A creature is creating an effect with the positive tag within the aura
  • A creature has an ongoing effect with the positive tag within the aura and is not more than 500 feet away
  • An item has an ongoing effect with the positive tag and has a Spell Attack or Will save
  • An item has an ongoing effect with the positive tag and has the artifact tag

All of the above allow the creature or the item to make a DC 26 Will save, using the Spell Attack if the item if necessary. If the save fails, the effect with the positive tag is suppressed while within the aura. If a creature spent actions or materials to create the effect, those are still used. An item with the artifact tag cannot be suppressed by the Aligned Aura.

Legendary Actions (1). A Graveknight can use one extra action per round. This action can be spent at any point in the round directly after a creature’s turn ends and before another begins.

Regeneration (10, Integrity or Magical). A Graveknight heals 10 hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Graveknight from gaining the Unconscious condition should its hit points reach 0. If a Graveknight takes damage with the integrity or magical tags, this ability stops functioning for a round. During this round, a Graveknight cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Graveknight can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.

Ruinous Revivification. A Graveknight is defined by a ritual the creates it. When a Graveknight is created, it gains an affinity towards one of the following types: acid, cold, electricity, or fire. Beyond effecting other abilities, Ruinous Revivification has the following effects on immunities and resistances:

  • Acid:
    • Immune to effects with the acid, cold, and electricity tags
    • Resistance 10 against effects with the fire tag
  • Cold:
    • Immune to effects with the cold, electricity, and fire tags
    • Resistance 10 against effects with the acid tag
  • Electricity:
    • Immune to effects with the acid, electricity, and fire tags
    • Resistance 10 against effects with the cold tag
  • Fire:
    • Immune to effects with the acid, cold, and fire tags
    • Resistance 10 against effects with the electricity tag

Spells.

Spell Attack +16, Spell DC 26

3 per 24 hours:

1 per 24 hours:

Actions

Blast (30-foot cone). As a Double Action three times per 24 hours, a Graveknight can radiate powerful energy. This energy deals 6d6 damage to all creatures in a 30-foot cone who fail a DC 26 Reflex save. A successful save reduces the damage to half. The damage has the same tag as the Graveknight’s Ruinous Revivification.

Parry. As a Single Action while wielding its short sword, a Graveknight can position the short sword defensively and gain a +2 Deflection bonus.

Short Sword (1 hand). Melee Strike +16/+11/+6 (parry, versatile slashing) with 5d6+4 piercing damage and 1d4 Persistent Damage. On a critical hit, the Persistent Damage increases to 1d8. This weapon is made of adamantine and has the adamantine tag. In the hands of a Graveknight, this Short Sword ignores all untagged damage and negates any Regeneration ability of the target.

Depending on a Graveknight’s Ruinous Revivification, its short sword gains the following:

  • Acid: +3 Corrosive Rune
    • An extra 2d6 acid damage
    • Ignores all resistance to acid
    • On a critical hit, an additional 5d4 acid damage to the target’s armor
  • Cold: +3 Frost Rune
    • An extra 2d6 cold damage
    • Ignores all resistance to cold
    • On a critical hit, the target is Slowed 1 and cannot spend reactions
  • Electricity: +3 Shock Rune
    • An extra 2d6 electricity damage
    • Ignores all resistance to electricity
    • On a critical hit, 2d6 electricity damage to up to two creatures within 10 feet of the target
  • Fire: +3 Flaming Rune
    • An extra 2d6 fire damage
    • Ignores all resistance to fire
    • On a critical hit, an additional 2d10 Persistent Damage with the fire tag

Slam. Melee Attack +16/+11/+6 (unarmed) with 12d4+4 bludgeoning damage.


Equipment