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Living Graveyard

A giant mountain filled with tombstones, with a chapel-like building at its top

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class21 (m)
Hit Dice40** (+15)
Number Appearing1
Attacks1 tombstone + special
Damage2d6 tombstone + special
MovementN/A
Save AsMagic-User: 16
Morale12
XP21650
Treasure TypeNone

A Living Graveyard resembles a giant mountain filled with tombstones, with a chapel-like building at its top. Whenever disturbed by robbers or any hostile force, the living graveyard will awaken and grow a face and arms, ready to attack. It attacks by shooting its gravestones; by doing this, the living graveyard will lose 1 HP per tombstone shot, and can shoot up to a quarter of its HP. Each gravestone is a grenade-like attack, dealing 2d6 points of damage; in case of a miss, the intended victim must save vs. Dragon Breath or suffer half-damage due to the tombstone’s explosion on impact.

A living graveyard can release the remnants of those buried in it by also losing HP as above (and is also limited to a quarter of this HP). The remnants will be skeletons (1-4 on 1d6) or zombies (5-6 on 1d6) and will attack anyone nearby.

At 0 HP the living graveyard will collapse and enter a regenerative slumber, regaining 1 HP per week or 1d6 HP per body buried in it. It can only be destroyed by entering its chapel during its slumber (via a 15th-level magically-held door) and destroying its “heart”, a glowing and disgusting glowing protuberance with 2d4 HP and located at the very center of the chapel. There is a percent chance, equal to half the living graveyard’s full HP, that the heart is protected by (full HP/10) skeleton guardians (each with 2 HD+2 and +2 to attack and damage).

Special Abilities

Tombstone Attack: Shoots gravestones as grenade-like attacks, dealing 2d6 damage. Loses 1 HP per tombstone shot, can shoot up to a quarter of its HP. On miss, target saves vs. Dragon Breath or suffers half-damage from explosion.
Release Remnants: Can release skeletons (1-4 on 1d6) or zombies (5-6 on 1d6) by losing HP as above, limited to a quarter of HP. Remnants attack anyone nearby.
Regenerative Slumber: At 0 HP, collapses and enters slumber. Regains 1 HP per week or 1d6 HP per body buried in it.
Heart: Can only be destroyed by entering its chapel during slumber (via 15th-level magically-held door) and destroying its heart, a glowing protuberance with 2d4 HP at the chapel’s center. Percent chance equal to half full HP that heart is protected by (full HP/10) skeleton guardians (each with 2 HD+2 and +2 to attack and damage).