Possessed Graverobber

Medium humanoid (any), neutral evil (while possessed; otherwise any)

Armor Class 12
Hit Points 21 (6d6)
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 9 (-1)

Skills Deception +3, Intimidation +1, Investigation +2, Perception +4, Stealth +7 Tools thieves’ tools +5
Senses blindsight 60 feet, passive Perception 14
Languages Common, thieves’ cant
Challenge 1 (200 XP)
Proficiency Bonus +2


  • Possessed. The graverobber is under the control of a possessing spirit. The spirit can see into the Ethereal Plane through the graverobber’s eyes, and it grants the graverobber advantage on Wisdom (Perception) checks, on Wisdom saving throws, and on saving throws against being restrained, stunned, or knocked unconscious. If the spirit is forced out by an effect like the dispel evil and good spell, it vanishes, and the graverobber loses this trait and its blindsight. After the possession ends, the graverobber becomes indifferent if it was hostile, and it is immune to the spirit’s possession for 24 hours.
  • Stealthy Killer. The graverobber has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Wisdom (Perception) checks to hear the graverobber’s movements are made at disadvantage.


  • Multiattack. The graverobber makes two melee attacks, or one melee attack and uses its Uncanny Excavation.
  • Bashing Shovel. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage, or 6 (1d10 + 1) bludgeoning damage if used with two hands, and if the target is Large or smaller, the graverobber can move the target up to 5 feet to an unoccupied space and force it to attempt a DC 13 Dexterity saving throw. On a failed save, the target falls prone.
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Uncanny Excavation. While it has the Possessed trait, the graverobber can choose a portion of dirt or stone within 30 feet of it that fits within a 5-foot cube. It can then turn that area into difficult terrain.


  • Cunning Action. On each of its turns, the graverobber can use a bonus action to take the Dash, Disengage, or Hide action.


Few professions are as reviled as the despicable grave robber, a vulture who shows no care or respect for the dead as they rifle through their pockets for trinkets the deceased once loved. Some of these scoundrels, however, meet their end when they become the unwilling vessels of the spirits they wronged. When a grave has been pillaged, the vengeful spirit may return to defend its former body and invade the body of the thief. Once inside its new host, the spirit forces the thief to rebury their body and hide any evidence of the possession. The spirit then forces the grave robber to become a warden to the graveyard, standing vigil night after night until the body dies of starvation, dehydration, or exhaustion.

Once possessed, the grave robber gains new abilities it did not possess in life. In addition to the living robber’s abilities to skulk in the shadows and attack unseen, when possessed, it has a new-found ability to control the earth itself. The spirit can manipulate the earth around its victims and slowly bury them alive.

However, the problems only begin with the newly buried bodies. People who die in this way are said to rise on the next full moon as Undead spirits and ghouls, but since this form of death usually takes place in sacred grounds, this more likely to be superstition rather than a grim reality. These possessed thieves frequently bury many people alive in short spaces of time, including any allies they may have had in life or innocent victims who unfortunately stumble into the path of this enraged ghost.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

This is not the complete section 15 entry - see the full license for this page