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Wrath of the Lich King D&D 5e Campaign

Cult Grave Robber
MEDIUM MEDIUM HUMANOID NEUTRAL EVIL

A living cult servant sent to collect bodies before local priests can burn or bless them. They are often seen around graveyards, plague carts, or abandoned farmhouses.   They are not powerful, but they are disturbing evidence that the cult needs corpses.

Armor Class: 12

Initiative: +1 (11)

Hit Points: 13

Speed: 30 ft.

Challenge: 1/4 (XP 50)
    MOD SAVE
STR 12 +1 +1
DEX 13 +1 +1
CON 12 +1 +1
    MOD SAVE
INT 10 +0 +0
WIS 10 +0 +0
CHA 9 -1 -1

Skills: Athletics +3, Stealth +3, Survival +2

Senses: Passive Perception 10

Languages: Common, Cult Cipher


Traits

Corpse Collector. The Grave Robber has advantage on checks made to hide bodies, dig graves, break into crypts, or move corpses.   Grim Task. If the Grave Robber starts its turn within 5 feet of a corpse, it gains advantage on its next melee attack roll before the end of its turn.   Cult Markings. A successful DC 11 Intelligence (Investigation) check reveals hidden cult symbols carved into the Grave Robber’s shovel, knife, or satchel.


Actions

Shovel. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage.   Hooked Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 slashing damage.   Pocket Sand. One creature within 5 feet must succeed on a DC 11 Dexterity saving throw or have disadvantage on its next attack roll before the end of its next turn.


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