5e SRD >Creatures >

Gravebound

Medium undead, neutral evil

Armor Class 15 (natural armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 12 (+1) 11 (+0) 12 (+1) 17 (+3)

Skills Acrobatics +3, Intimidate +7, Perception +5, Religion +4, Stealth +3
Senses darkvision 60 ft., passive Perception 15
Languages Common
Challenge 4 (1,100 XP)

SPECIAL TRAITS

  • Tied to the Grave. A gravebound can’t venture more than 1,000 feet from the spot where its body is buried.
  • Vulnerable to Consecration. Whenever a gravebound starts its turn within the area of a hallow effect or a magic circle, it must succeeed at a DC 15 Constitution saving throw or be stunned until the start of its next turn.

ACTIONS

  • Multiattack. The gravebound makes two attacks with its claws.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must make a DC 14 Constitution saving throw or become diseased. A creature diseased in this way is considered to have a Charisma score of 1, and has disadvantage on Charisma checks and saving throws. The diseased creature must make another Constitution saving throw at the end of each long rest, noting failures and successes. Three accumulated successes ends the diease, while three accumulated failures sends the creature into a weeklong coma, after which they awaken with their Charisma score restored.
  • Dig Grave. The gravebound can open up a 10 foot cubic pit in the earth, under a single creature within 30 feet. That creature must make a DC 17 Dexterity saving throw, falling in the pit on a failure. The pit remains for 1 hour unless filled.

REACTIONS

  • Bury Alive. The gravebound can bury a creature that has fallen into a pit that the gravebound created. Any creatures restrained inside of the pit are buried, and begin to suffocate (see suffocation in the SRD). A restrained creature can use their action to attempt to break free with a Strength (Athletics) or Dexterity (Acrobatics) check, both with a DC of 15. Otherwise, an ally can use their action to attempt to free a trapped creature with a Strength (Athletics) check with a DC of 16.
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