18 (natural armor)
210 (20d10 + 100)
walk 0 ft., fly 30 ft. (hover)
con +10, wis +8, cha +10
perception +13
truesight 120 ft.
all but does not speak
13
+5
The Gravekeeper projects a brilliant corona of light which sheds bright light to a range of 60 feet, and causes attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Gravekeeper is incapacitated or has a speed of 0.
If the Gravekeeper fails a saving throw, it can choose to succeed instead.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage.
Magical octarine beams flash from the Gravekeeper's many lanterns. Each beam has a different power. Each creature within 120 feet of the Gravekeeper which is not behind total cover rolls a d6 to determine which colour ray affects it. The DC for all saving throws is 18: 1. Dispelling Blast: The targeted creature must succeed on an Intelligence saving throw or take 35 (10d6) psychic damage, and any spell or magical effect upon the target ends. A creature who fails this saving throw has their concentration broken on any spell they were actively maintaining. 2. Forceful Blast: The targeted creature must succeed on a Strength saving throw or take 35 (10d6) force damage, be pushed 20 feet away, and knocked prone. 3. Blinding Blast: The targeted creature must succeed on a Constitution saving throw or take 35 (10d6) radiant damage and be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. 4. Contamining Blast: The targeted creature must succeed on a Constitution saving throw or take 35 (10d6) necrotic damage and gain one level of contamination. 5. Igniting Blast: The targeted creature must succeed on a Dexterity saving throw or take 35 (10d6) fire damage, and catches fire; until someone takes an action to douse the fire, the target takes 35 (10d6) fire damage at the start of each of its turns. 6. Freezing Blast: The targeted creature must succeed on a Constitution saving throw or take 35 (10d6) cold damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the blast's other effects.
The gravekeeper can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The gravekeeper regains spent legendary actions at the start of its turn.
The Gravekeeper makes a slam attack.
The Gravekeeper moves its speed without provoking opportunity attacks.
The Gravekeeper uses its Lantern Blast.