L03

Slain Fighter

Scout by Land or Air: This entire area of the forest is practically soaked in unnatural blight. Taking no notice of you (unless the scout makes his presence known intentionally, in which case it attacks), an imposing figure gallops through the forest on a skeletal dire boar, covered from head to toe in thick armor and wielding a greatsword and a longbow. A DC 15 Knowledge: Religion check pegs it as a Graveknight, but a DC 20 Knowledge: Religion check reveals that there’s something not quite right about it, and it may only be similar to a Graveknight. (DC 15 Perception): The source of the blight is due north.

The Blight Knight uses the Graveknight template, but unlike Graveknights, the Blight Knight can be permanently destroyed by destroying the source of the blight which created him (in this case, Blightlord Shiraya to the north) in addition to the usual process of annihilating its armor. If the Blight Knight is slain, it reanimates from its armor at full health in 1d10 days unless Shiraya is slain, in which case he will have permanent release.

When the Blight Knight finds the PC’s, it gallops towards them at full tilt. It only speaks to them once, and does so just before the GM tells the PC’s to roll for initiative: “Killll meee.”
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Shadows veil what lurks within the dark, imposing armor of this figure, though two piercing eyes gaze from its closed visor.

Blight Knight
CR 10
XP 12,800
Human graveknight fighter 10
LE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft.; Perception +17
Aura sacrilegious aura (30 ft., DC 17)

DEFENSE

AC 23, touch 11, flat-footed 22 (10 armor, +1 Dex, +2 natural)
hp 119 (10d10
60)
Fort +11, Ref +4, Will +4; +3 vs. fear
Defensive Abilities: bravery +3, channel resistance +4; DR 10/magic; Immune acid, cold, electricity, undead traits; SR 21

OFFENSE

Speed 30 ft.
Melee: 1 unholy greatsword +23/18 (2d6+17 plus 2d6 acid plus 2d6 against Good)
Ranged: 1 adaptive composite longbow +13/8 (1d8+10/x3)
Special Attacks: channel destruction, devastating blast (30 foot cone, 6d6 acid, DC 17 Reflex halves), weapon training (heavy blades +2, bows +1)

STATISTICS

Str 23, Dex 8, Con 6, Int 11, Wis 8, Cha 14
Base Atk +10; CMB +16; CMD 25
Feats: Cleave, Critical Focus, Dazzling Display, Greater Weapon Focus (greatsword), Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Shatter Defenses, Spirited Charge, Toughness, Trample, Unseat, Vital Strike, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Climb +11, Intimidate +23, Knowledge (nobility) +10, Perception +17, Ride +17, Swim +11; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages: Common, Dwarven, Infernal
SQ: armor training 2, phantom mount (Skeletal Dire Boar), ruinous revivification (Acid)

TACTICS

The Blight Knight only melee attacks using Ride-By Attack from his Phantom Steed, and does not Full Attack unless cornered, dismounted, and given no other choice.

SPECIAL ABILITIES

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.

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.
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DC 15 Knowledge: Religion check (or free, if the previous Religion check was successful): DON’T TOUCH THAT FUCKING ARMOR.

Loot:
+1 Unholy Greatsword
+1 Adaptive Composite Longbow
Handy Haversack, which currently contains:

  • Fighter’s Kit
  • +1 Courageous Longsword
  • +1 Champion Shield
  • +1 Cruel Dagger
  • +1 Returning Javelin
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Blightblood:

If the blood of a creature in L02, L03, K02, or K03 is harvested, the result is a dark, thick, sickly liquid which applies the Blightblood disease.

Blightblood
Type: magical disease, contact, ingested; Save: Fort 17
Onset 1 day; Frequency 1/day
Effect: 1d2 STR, 1d2 DEX, and 1d2 CON damage per day.
Cure: until removed

L03

Totally Not GG N0S13NM