Graveknight Captain
An undead commander still drives its dead troops forward, its acid-corroded armor and unleashed blast punishing anyone who closes in.
Graveknight captains once proudly led squads of troops in battle. Death stripped away the breath but not the command; the captain still drives the dead forward, armor weeping acid where rust should be.
In play
The captain has rejuvenation and void healing, and fights behind a raised Graveknight's Shield.
Reactive Strike [Reaction]
Devastating Blast [Two Actions] (Acid, arcane) The graveknight captain unleashes a 30-foot cone of energy. Creatures in the area take 4d12 acid with a DC 24 basic Reflex save. The graveknight captain can use this ability once every 1d4 rounds.
Level 6
Perception +14 · Senses darkvision · Languages Common, Necril · Skills Athletics +16, Intimidation +15, Survival +12, Warfare Lore +13
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +5 | +3 | +4 | +1 | +2 | +3 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 24 | +16 | +14 | +13 |
HP 90 · Immunities acid, bleed, death, disease, paralyzed, poison, unconscious
Speed 25 feet
Actions
- Melee Warhammer [Single Action] +16 (Acid, magical, shove), Damage 2d8+7 bludgeoning plus 1d6 acid
- Melee Fist [Single Action] +16 (Acid, agile, magical), Damage 2d4+7 bludgeoning plus 1d6 acid
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