Speed 25 feet
Melee Single Action greatpick +31 [+26/+21] (fatal d12, fire, magical), Damage 3d10+16 slashing plus 1d6 fire
Melee Single Action fist +30 [+26/+22] (agile, fire), Damage 3d6+16 bludgeoning plus 1d6 fire
Ranged Single Action composite shortbow +28 [+23/+18] (deadly d10, fire, magical, range increment 60 feet, reload 0), Damage 3d6+10 piercing plus 1d6 fire
Innate Divine Spells DC 33, attack +25; 7th eclipse burst, finger of death; 6th fireball, scorching ray; 5th cone of cold, flame strike; 4th fireball; Cantrips (7th) chill touch, daze, light, shield
Channel Magic Two Actions The graveknight redirects magical energies through its armor, allowing it to deliver magic through an attack. The graveknight Casts a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into an attack instead. The graveknight then makes a melee Strike with a weapon or unarmed attack. The spell is coupled with the attack, using the attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for the graveknight's multiple attack penalty but doesn't apply the penalty until after it's completed Channeling Magic. The graveknight can't use Channel Magic again for 1d4 rounds.
Devastating Blast Two Actions (arcane, evocation, fire) The graveknight unleashes a 30-foot cone of fire. Creatures in the area take 8d12 fire damage(DC 36 basic Reflex save). The graveknight can use this ability once every 1d4 rounds.
Graveknight's Curse (arcane, curse, necromancy) This curse affects anyone who wears a graveknight's armor for at least 1 hour. Saving Throw DC 24 Will saveAoN网站原文，疑似有误; 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.
Weapon Master The graveknight has access to the critical specialization effects of any weapons it wields.