Kellid GraveknightCreature 14
Source Pathfinder Kingmaker
Perception +27 (darkvision)
Languages Hallit
Skills Acrobatics +29, Athletics +32, Intimidation +30, Religion +27, Survival +27
Str +8, Dex +5, Con +4, Int +2, Wis +5, Cha +4
AC 37; Fort +24; Reflex +25; Will +27;
HP 255 (void healing, rejuvenation)
Speed 25 feet
Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious
Warhammer
+30 (+25, +20) to hit (magical, shove) 3d8+16 Bludgeoning + 1d6 ColdDagger
+28 (+24, +20) to hit (agile, finesse, magical, versatile s) 3d4+14 Piercing + 1d6 ColdDagger
+27 (+23, +19) to hit (agile, magical, thrown 10, versatile s) 1d4+14 Piercing + 1d6 ColdAttack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Rejuvenation (divine)When a graveknight is destroyed, its armor rebuilds its body over the course of 1d10 days-or more quickly if the armor is worn by a living host. If the body is destroyed before then, the process restarts.
A graveknight can only be permanently destroyed by obliterating its armor (such as with Disintegrate), transporting it to the Forge of Creation, or throwing it into the heart of a volcano.
Sacrilegious Aura (aura, divine, evil)30 feet. When a creature in the aura uses a vitality spell or ability, the graveknight automatically attempts to counteract it, with a counteract modifier of +23.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Devastating Blast
(arcane, cold)The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 8d12 cold damage (DC 34 reflex save). The graveknight can use this ability once every 1d4 rounds.
Graveknight's Curse (arcane, curse)This curse affects anyone who wears a graveknight's armor for at least 1 hour.
Saving Throw DC 34 will save
Onset 1 hour
Stage 1 Doomed 1 and cannot remove the armor (1 day)
Stage 2 Doomed 2, the creature's Speed is reduced by 10, and cannot remove the armor (1 day)
Stage 3 dies and transforms into the armor's graveknight.
Effect: Graveknight's Curse
Repulsing Blow
(arcane, incapacitation, mental)Requirements The graveknight's last action was a success with a Strike using a shove weapon.
Effect The target struck by the shove weapon is knocked back 10 feet and must succeed at a DC 33 will save or be unable to approach within 5 feet of the graveknight for 1 round. If the last action was a critical hit, the target automatically fails the Will save.
Weapon MasterThe graveknight has access to the critical specialization effects of any weapons it wields.
Graveknights are undead warriors granted unlife by a cursed suit of armor.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.