CE L L Ogre 3el (giant), Graveknight 2el & Fighter 2st
Init -1; Senses Darkvision 60', Low Light Vision; Perception +13. DEFENSEAC 15 (-1 Sz, -1 Dex, +2 Armor, +0 Deflect, +13 NA)
touch 5 (+0 Sz, -1 Dex, +2 Armor, +0 Deflect, +14 NA) flat-footed 00 (+0 Sz, +2 Armor, +0 Deflect, +14 NA) hp 30 (4d8) Fort +3, Ref +0, Will +3; channel resistance +4; DR 10/magic immunity to cold, electricity, and fire. SRA 18 OFFENSESpeed 30 ft. (6 squares)
Melee Great Sword (+2 atck; S.Dmg:2d6+5/19x2) Gauntlets (+2 atck; B.Dmg:1d3+5/x2) Ranged Crossbow (+3 Rng Atck; Rng: 00', Dmg:1d6/x2) Spell-Like Ability (1/day each): Disguise Self Special Atk Devastating Blast (Su): Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half). This damage is of the energy type determined by the graveknight's ruinous revivification special quality. POSSESSIONSWorn Full Plate, Amulet of Nature Armor, Ring of Protection, Cloak of Resistance,
& Adventurer's Garb,. Carried Great Sword Potions None. Scrolls None. Wands None. NOTES
TACTICS
Before Combat Ogres rarely lay ambushes, and when they do, it’s not so much because they are crafty as because they are lazy. If they can kill a man with a well-thrown javelin, they don’t have to fight or chase him down. During Combat Once battle is joined, ogres wade into the thick of melee, swinging their weapon at any target that presents itself. Morale When their prey turns out to be more dangerous than they thought, the rare moment of good sense seizes ogres; they flee if reduced to less than 5 hp. Graveknight ArmorIn death, the graveknight's life force lingers on in its armor, not its corpse, in much the same way that a lich's essence is bound within a phylactery. Unless every part of a graveknight's armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 hit points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a graveknight's armor does not destroy it; it must be ruined, such as by being disintegrated, taken to the Positive Energy Plane, or thrown into the heart of a volcano Favored Class: Fighter Xp: N/A Height 10' Weight 650 lbs |
STATISTICSStr 27, Dex 8, Con -, Int 8, Wis 14, Cha 11
Base Atk +3 CMB 19 (+3 atck, +5 Str, +1 Sz) CMD 18 (10, +3 atck, +5 Str, -1 Dex) Feats Iron Will, Improved Initiative, Mounted Combat, Ride-By Attack, and Toughness. Skills: Climb +7, Perception +13, Ride+7 and Intimidate +8. Languages: Common, and Giant. SQ Undead. Sacrilegious Aura (Su): A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype—must make a concentration check with a DC equal to 10 + 1/2 the graveknight's Hit Dice + the graveknight's Charisma modifier. If the character fails, the effect is expended but does not function. Rejuvenation (Su): One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed. Undead Mastery (Su): As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead. Phantom Mount (Su): Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount's powers are based on the graveknight's total Hit Dice rather than caster level. A graveknight's mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later. Ruinous Revivification (Su): At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight's life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight's special abilities. Trait An undead creature possesses the following traits (unless otherwise noted in a creature's entry).
|
Skully |