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Starfinder – Of Graveknights and Void Champions

As Starfinder foes go, it’s hard to find a more varied (or more fleshed out) group than the Corpse Fleet. Featured significantly in early publications of the run, the Corpse Fleet can encompass nearly all mindful, and a heck of a lot of mindless Undead. From the powerful Necrovite all the way down to the lowly Zombie, they’ve got a lot of bases covered. But there’s something missing.

Vasta Nerada from Dr. Who

For all that Starfinder has a LOT of undead, Pathfinder 1E has even more. A lot of those don’t necessarily translate well (and some, on the other hand, do – Pale Stranger) but one in particular is a standard bearer for the unquiet deceased that didn’t ever cross over. I am speaking, of course, of the Graveknight.

More than just a juggernaut of undead melee might (see the Gatecrasher) the Graveknight is roughly the martial equivalent of a Lich – a mortal so foul and so dedicated in life to their cause that they found a way to transcend death and become even worse in the unlife after. As we have a Stafinder equivalent to the Lich in the aforementioned Necrovite, it seems only fair to have one for the Graveknight. So I give you the Void Champion.

Emile from Halo: Reach


CR 11

XP 12800

LE Medium undead

Init +5; Senses darkvision 60 ft.; Perception +16

Aura event horizon (60 ft., Will DC 18)


HP 180; RP 4

EAC 24; KAC 27

Fort +13; Ref +13; Will +12

Defensive Abilities fast healing 5, rejuvenation (1d10 days); DR 10/magic; Immunities acid, cold, undead immunities; SR 22


Speed 40 ft., 60 ft. fly (average maneuverability)

Melee harmonic phasic scythe +23 (6d4+19 So, + 2d6 acid and bludgeoning, penetrating, wound)

Melee slam +23 (4d6+19 B, + 2d6 acid and bludgeoning)

Ranged murder class frailty cannon +20 (3d8+11 C, + 2d6 acid and bludgeoning, line, necrotic)

Offensive Abilities graviton flare (80 ft. line, 12d10 acid and bludgeoning, Reflex DC 18 half, usable every 1d4 rounds), void tyrant (DC 18)


Str +8; Dex +5; Con —; Int +1; Wis +1; Cha +3

Skills  Athletics +25, Intimidate +22, Mysticism +20, Sense Motive +20

Languages Aklo, Common

Gear Glabrezu Abyssal Plate armor, harmonic phasic scythe, forcepack armor upgrade, haste circuit armor upgrade, murder class frailty cannon, 6 batteries


Event Horizon (Su) Any creature that comes within 60 feet of a void champion is fatigued unless it succeeds at a DC 18 Fortitude saving throw. A creature that is already fatigued is also sickened. A creature that successfully saves cannot be affected again by the same void champion’s aura for 24 hours.

Gravitational Collapse (Su) void champions have an inherent tie to the negative energy and destructive gravity of singularities, and are able to channel this power, adding 1d6 acid and 1d6 bludgeoning to all attacks.

Graviton Flare (Su) a void champion can cause a line of corrosive energy and gravity to violently erupt from its core.

Rejuvenation (Su) a void champion essence is inexorably tied to their armor. Unless every part of a void champion’s armor is ruined along with its body when the champion is destroyed, their armor immediately begins to rebuild their body and download the void champion’s consciousness into it. After 1d10 days, the champion wakens fully healed in its armor. Void champion armor is extremely hard to destroy, and often requiring specific circumstances depending on the champion, such as being launched into a certain star, or submerged in holy water on a higher plane.

Void Tyrant (Su) As a standard action, a void champion can cause one undead creature within 50 feet to fall under its control as per control undead (Will DC 18 negates). This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that successfully saves cannot be affected again by the void champion’s undead mastery for 24 hours. A void champion can control a group of undead whose total CR is no greater than twice its CR (22 for the typical void champion).

Undying tyrants and eternal warlords of the undead, void champions arise from the corpses of the most nefarious battlemasters and disgraced heroes—villains too merciless to submit to the shackles of death. They bear the same weapons and regalia they did in life, though warped or empowered by their profane resurrection. The legions they once held also flock to them in death, ready to serve their wicked ambitions once more. A void champion’s essence is fundamentally tied to its armor, the bloodstained trappings of its battle lust. This armor becomes an icon of its perverse natures, transforming into a monstrous second skin over the husk of desiccated flesh and scarred bone locked within.

Destiny 2 armors


Required Creature Type: Undead.

Required Array: Combatant.

Traits: fast healing 5 (increase to 10 at CR 14+); DR 10/magic (increase to DR 15 at CR 14+); immunity to acid and cold, Athletics and Intimidate as master skills

Abilities: Event horizon aura, gravitational collapse, graviton flare (line 30 ft. + 10 feet per 2 CR, 1d6 B&A + 1d6 per CR), rejuvenation, void tyrant

Suggested Ability Scores: Strength, Dexterity, Charisma.

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Categories: Article Writing

Jeremy Corff

Artist and Writer