This humanoid figure has two impossibly deep pits where its eyes should be, and long claws that stretch toward the ground.
Gravebound CR 4
XP 1,200
NE Medium undead (earth)
Init +5; Senses darkvision 60 ft.; Perception +8
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 37 (5d8+15)
Fort +4, Ref +2, Will +5
Defensive Abilities amorphous; Immune undead traits
Weaknesses tied to the grave, vulnerable to consecration
Speed 30 ft., burrow 30 ft.
Melee 2 claws +8 (1d6+4 plus disease)
Special Attacks bury alive, gravedigger
Str 18, Dex 13, Con â, Int 11, Wis 12, Cha 17
Base Atk +3; CMB +7; CMD 18
Feats Ability Focus (gravedigger), Improved Initiative, Weapon Focus (claw)
Skills Acrobatics +5, Intimidate +10, Knowledge (religion) +7, Perception +8, Stealth +8
Languages Common
As a full-round action, a gravebound can manipulate the ground to fill in a pit that it created with its gravedigger ability. Any creature the gravedigger buries alive is trapped and can’t move, and begins to suffocate. Creatures outside of the pit can dig out the buried creature. Each 5-foot cube of dirt weighs 3,000 pounds, and a creature can move 5 times her maximum load worth of dirt per minute, or 10 times her maximum load if she has a shovel or other appropriate tool.
Once all squares of dirt above a creature’s head have been removed, the creature can breathe, and can escape with a DC 15 Strength or Escape Artist check. A standing Medium creature typically has its head buried under 5 feet of earth (3,000 pounds). For a Small creature, this is increased to roughly 7 feet of earth (4,200 pounds). If the creature was prone when it was buried, its head is buried under the full 10 feet of earth (6,000 pounds).
False Death: Injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d4 Cha damage; cure 2 consecutive saves. The save DC is Charisma-based. A creature whose Charisma score is reduced to 0 by false death falls into a deep coma and appears to be dead to anyone who doesn’t succeed at a DC 25 Heal check. After one week, the affected creature wakes up with all of its Charisma restored.
As a standard action, a gravebound can open up a 10-foot-deep pit in the earth underneath a single creature. The creature can avoid falling into the pit with a successful DC 17 Reflex save. Because the pit is made of soft earth, the falling damage the creature takes is nonlethal damage. The save DC is Charisma-based.
A gravebound can’t venture more than 1,000 feet from the spot where its body is buried.
Whenever a gravebound is within the area of a consecrate effect, it must succeed at a DC 15 Fortitude save at the beginning of each of its turns or be staggered for 1 round.
Environment any land (graveyards)
Organization solitary, pair, or tomb (3â6)
Treasure standard (shovel, other treasure)
Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies. Obsessed with their own deaths, gravebound can’t travel far from their resting places, but they seethe with the need to inflict their fate upon others.
A gravebound digs graves and attempts to bury victims alive in them, and wounds taken at its hands can cause a victim to appear to be dead. Each gravebound arises with a shovel attached to its backâa mark of its obsessionâ and those who slay a gravebound can take the shovel to assist buried allies before they suffocate.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.