Techno Graveknight Creature 10

Elite Weak Techno Graveknight Creature 10

Recall Knowledge DC 31 (includes +5 from Rare) 32 (includes +5 from Rare) 33 (includes +5 from Rare)
Undead (Religion)
Perception +19; darkvision
Languages Necril, Szandite
Skills Athletics +23, Intimidation +22, Religion +19, Warfare Lore +20
Str +6 Dex +4 Con +2 Int +2 Wis +0 Cha +2
Items advanced autotarget rifle (40 projectile ammunition), advanced dueling sword, advanced defiance armor

AC 31
Fort +21
Ref +19
Will +18
HP 215, rejuvenation, void healing
Immunities bleed, death effects, disease, electricity, paralyzed, poison, unconscious
Resistances vitality 5
Sacrilegious Aura (aura, divine, void) 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 +19).
Rejuvenation (divine) When the techno graveknight is destroyed, their armor rebuilds their body over the course of 1d10 days—or more quickly if the armor is worn by a living host (see graveknight’s curse). If the body is destroyed before then, the process restarts. The techno graveknight can only be permanently destroyed by obliterating their armor (such as with disintegrate), transporting it to the Forge of Creation, or throwing it into the heart of a volcano, star, black hole, or similarly destructive environment.
Reactive Strike [reaction] Trigger A creature within the graveknight’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 graveknight attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the graveknight disrupts that action. This Strike doesn’t count toward the graveknight’s multiple attack penalty, and their multiple attack penalty doesn’t apply to this Strike.

Speed 25 feet
Melee [one-action] dueling sword +24 (analogelectricitymagicalversatile p), Damage 2d8+10 slashing plus 1d6 electricity
Melee [one-action] fist +24 (agileelectricitymagical), Damage 2d6+10 bludgeoning plus 1d6 electricity
Ranged [one-action] autotarget rifle +21 (analogautomaticelectricityexpend 1mag 20magicalrange increment 30 feetreload 1), Damage 2d6+6 piercing plus 1d6 electricity
Auto-Fire [two-actions] autotarget rifle (15-foot cone), Damage 2d6+6 piercing plus 1d6 electricity (DC 29 basic Reflex save)
Devastating Blast [two-actions] (arcaneelectricity) The techno graveknight unleashes a 30-foot cone that deals 11d6 electricity damage (DC 29 basic Reflex save). The techno graveknight can use this ability once every 1d4 rounds.
Graveknight’s Curse (arcanecurse) This curse affects anyone who wears a techno graveknight’s armor for at least 1 hour, unless the curse is removed; Saving Throw DC 29 Will save; Onset 1 hour; Stage 1 doomed 1 and can’t remove armor (1 day); Stage 2 doomed 2, –10-foot status penalty to Speeds, and can’t remove armor (1 day); Stage 3 dies and transforms into the armor’s graveknight.
Techno Armaments Any weapon the techno graveknight wields gains the effects of a commercial shock module. Additionally, the techno graveknight has access to the critical specialization effects of any weapons they wield.