About Anaxian, the Smoking Vessel
Young Underworld Dragon Graveknight, Antipaladin 4
LE Medium dragon (fire)
AC 37, touch 16, flat-footed 36 (+1 Dex, +14 natural, +9 armor, +3 enhancement)
167 hp (8d8 dragon , +3d10  antipaladin, +60 cha, +24 desecrate, +14 toughness)
Fort +21 (6 dragon, +5 cha, +5 unholy resistance, +4 antipaladin, +1 profane)
Power Attack, -4/+8
Base Atk +12;
Melee bite (primary) +23 (1d8+23+2d6 fire), Reach
gore (primary) +23 (1d6+23+2d6 fire), Reach
2 claws (primary) +23 (1d6+23+2d6 fire, 19-20 crit), Adamantine
Slam (secondary) +23 (1d4+18+2d6 fire)
Breath Weapon (60-ft. line, 6d6 fire damage, DC 20)
Devastating Blast (30-ft. cone, 6d6 fire damage, DC 20)
Spell-Like Abilities (CL 8th; concentration +9)
Spells Known (CL 1st; concentration +2)
Antipaladin Spells (CL 1st)
Base Attributes: Str 29 (21 base, +2 hit dice, +6 graveknight, +1 antipaladin levels), Dex 12 (12 base), Int 14 (12 base, +2 graveknight), Wis 17 (13 base, +4 graveknight), Chr 20 (12 base, +4 graveknight, +4 headband)
Skills: (48 dragon, 8 antipaladin, 24 int) 80 total
+10 Appraise (5 ranks, +2 int, +3 class)
Graveknights gain a +8 racial bonus on Intimidate, Perception, and Fly checks.
Armor: +3 Impervious Mithril Full Plate Dragon Barding (lead lined)
Slotless: Permanent Greater Magic Fang,
Seething Aegis Armor:
+3 Intelligent Impervious Mithril Spiked Full Plate Dragon Barding (lead lined)
Special Purpose: Slay Living Dragons
Magic Aura on itself At Will
Teleport Itself x1 per day
Protection From Energy x3 per day (5th level caster, 60 energy resist)
Command Undead x3 per day (5th level caster)
Hardened (by Fractured Wyrm, +6 HP)
Impervious (+6 Hardness and HP)
(Ex) The claws of an underworld dragon are made of adamantine, and have the qualities of a weapon made from that material.
(Su) A young or older underworld dragon can assume any humanoid form three times per day as if using polymorph.
(Ex) A very young and older underworld dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
(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.
This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
(Su) One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.
(Su) Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality.
(Su) Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight has (Reflex for half ). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.
(Su) As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 5 Hit Dice of undead creatures for every Hit Die it has. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Aura of Evil:
The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption:
Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.
Cruelty (Su) At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier.
Channel Negative Energy (Su) When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Aura of Cowardice:
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
Medium Quadraped +8 str from Muleback Cords
Light: 6384 (19152 w/ ant haul)
Overhead: 19,200 (57,600 w/ ant haul)