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Grave




Tall and whispy, the grave is little more than a grey distortion wearing a brocaded buff coat. What resembles a head supports a wide-brimmed hat bearing handbones where others might stick a jaunty feather. Jutting out from the hem are a pair of steel-shod boots straapped into place with scarves torn from funeral shrouds.


Living Dirge. Forges from the quiet sobs of the greiving, the grave is a somber elemental which feeds on the fear of death, and the suffering just before the end. They serve as shock troops for Phantasmagoria deployed to terrorize and grind down foes which have come to concern the grand elemental. The song a grave produces reduces its victims to a crawl, if it doesn't stop their hearts altogether.

Grave

Medium elemental, chaotic neutral

Armor Class 14 (natural armor)

Hit Points 120 (16d8 + 48)

Speed 20ft

Str 18 Dex 16 Con 17 Int 8 Wis 8 Cha 16

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities thunder

Condition Immunities charmed, exhaustion, paralyzed, petrified, prone

Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 9

Languages Primordial

Challenge 5 (1,800 XP)

Incorporeal Movement.

The grave can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Vulnerable to Silence.

Whenever grave starts its turn in the area of effect of the Silence spell or a similar effect, it has disadvantage on all attack rolls and skill checks. It must succeed on a DC 14 Consitution saving throw or be unable to Move this turn.

Solemn March.

The grave projects an aura of solemn buzzing which saps creatures' vigor in a 20 radius. The first time a creature enters this area of effect, or if they begin their turn within it, they must succeed on a DC 14 Wisdom save or have their energy sapped away until the end of their turn.


An affected creature's speed is halved and it cannot take reactions. On its turn, it can use either an action or a bonus action, but not both. Regardless of the creature's abilities or magic items, it cannot take more than one melee or ranged attack action during its turn.


The grave can activate or deactivate this ability as a bonus action. The grave cannot use this ability if it is Silenced. Elementals are immune by this ability, as are deafened creatures.

Actions

Multiattack.

The grave makes 2 sonic slam attacks

Sonic Slash.

Melee Spell Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 4 (1d8) Thunder damage.

Dreadful Blare (Recharge 6).

The grave lets loose a thunderous crash of heart-stopping sound in a 20ft radius. All creatures within the area of effect must succeed on a DC 14 Wisdom save or be Frightened of the Grave. If a creature fails this save by 5 or more, they are instead reduced to 0 hit points and begind dying.

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