If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
When a hero harms you, at the end of their turn all heroes make a DC 12 WIL save. On a fail, they are Buried Alive in one of your graves. You can only bury half of the heroes with this ability.
- •Shovel (once).1d8+2.
On crit: Buried Alive
- •Your friends are gone... (once).
From each grave someone is buried alive in, summon 2 skeleton minions (1d6, immune to piercing)
- •Mourn .1d4.
Attack all creatures in Reach: 3. Regain all uses of (once) abilities.
Buried Alive: Someone who is buried alive is magically teleported into a shallow grave. They have disadvantage on all rolls, will gain 1 would ever STR rounds they remain buried, and in order to escape 4 actions must be spent digging them out. An action can be spent to dig them out, and as part of that action if a DC 15 skill check is made, it counts as two actions.
The Gravekeeper is the soul of someone buried alive, animated to protect the dead and add to their ranks. They appear on clear nights as someone visiting a distant grave in a cemetery. If the heroes approach this person, the Gravekeeper will suddenly vanish and the heroes will notice they are in a completely different and foreign cemetery - they have entered the Gravekeeper's domain.
The Gravekeeper is now waiting at the gate to this haunted place, and will attack if the party attempts to leave. Once defeated, they will return to the real world, and the body of the person who turned into the Gravekeeper will be at the grave the spirit was visiting. If it is not properly dealt with, the Gravekeeper will rise again the next night.