b'Gravebound \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  99 (18d8 + 18) \n'b' Speed  30 ft., burrow 30 ft.\n'b' STATS STR: 18 (+4) DEX:  13 (+1)  CON:  12 (+1)  INT:  11 (+0)  WIS:  12 (+1)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +3, Intimidate +7,  Perception  +5,  Religion  +4,  Stealth  +3 \n'b' Senses   darkvision  60 ft., passive  Perception  15 \n'b' Languages  Common \n'b' Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Tied to the Grave . A gravebound can\xe2\x80\x99t venture more than 1,000 feet from the spot where its body is buried. \n'b'  Vulnerable to Consecration . Whenever a gravebound starts its turn within the area of a  hallow  effect or a  magic circle , it must succeeed at a DC 15  Constitution  saving throw or be  stunned  until the start of its next turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The gravebound makes two attacks with its claws. \n'b'  Claws .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage, and the target must make a DC 14  Constitution  saving throw or become diseased. A creature diseased in this way is considered to have a  Charisma  score of 1, and has disadvantage on  Charisma  checks and saving throws. The diseased creature must make another  Constitution  saving throw at the end of each long rest, noting failures and successes. Three accumulated successes ends the diease, while three accumulated failures sends the creature into a weeklong coma, after which they  awaken  with their  Charisma  score restored. \n'b'  Dig Grave . The gravebound can open up a 10 foot cubic pit in the earth, under a single creature within 30 feet. That creature must make a DC 17  Dexterity  saving throw, falling in the pit on a failure. The pit remains for 1 hour unless filled. \n'b'\n'b' REACTIONS \n'b'\n'b'  Bury Alive . The gravebound can bury a creature that has fallen into a pit that the gravebound created. Any creatures  restrained  inside of the pit are buried, and begin to suffocate (see suffocation in the SRD). A  restrained  creature can use their action to attempt to break free with a  Strength  ( Athletics ) or  Dexterity  ( Acrobatics ) check, both with a DC of 15. Otherwise, an ally can use their action to attempt to free a trapped creature with a  Strength  ( Athletics ) check with a DC of 16.'