Male
Perception +19; darkvision
Languages Common, Necril
Skills Athletics +23, Intimidation +22, Religion +19, Warfare Lore +20
Str +7, Dex +4, Con +4, Int +2, Wis +3, Cha +5
Items composite longbow (20 arrows), +1 ,
, keys to Belcorra’s vault (areas I52 to I59)AC 31; Fort +21, Ref +19, Will +18HP 175, negative healing, rejuvenation; Immunities cold, death, disease, paralyzed, poison, unconscious
Sacrilegious Aura 30 feet. +17
Attack of Opportunity
Speed 25 feet
Melee frost greatsword +24 (cold, magical, versatile P), Damage 2d12+10 slashing plus 1d6 cold
Melee fist +23 (agile, cold), Damage 2d6+10 bludgeoning plus 1d6 cold
Ranged frost composite longbow +21 (cold, deadly 1d10, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercing plus 1d6 cold
Devastating Blast (arcane, cold, evocation) 6d12 cold, DC 29
Graveknight’s Curse DC 33
Phantom Mount (arcane, conjuration) HP 58; AC 27, Fort +17, Ref +15, Will +14.
Weapon Master
Graveknight Armor
Wearing graveknight armor is very risky, for the graveknight’s essence rapidly parasitizes the new wearer, accelerating the graveknight’s rejuvenation. This agonizing transformation inevitably kills the host, transforming their flesh into the graveknight’s new body. Removing the curse allows a character to remove the armor, but if it ever wears the armor again, the curse returns. If the wearer dies from another cause while wearing the armor, or if the graveknight’s rejuvenation completes before the wearer dies from the curse, the wearer immediately progresses to stage 3.
Graveknight’s Curse (arcane, curse, necromancy) This curse affects anyone who wears a graveknight’s armor for at least 1 hour. Saving Throw 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.