Armor Class: |
21‡ |
Hit Dice: |
40** (+15) |
No. of Attacks: |
1 tombstone + special |
Damage: |
2d6 + special |
Movement: |
N/A |
No. Appearing: |
1 |
Save As: |
Magic-User: 16 |
Morale: |
12 |
Treasure Type: |
None |
XP: |
21,650 |
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 1/4 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 1/4 of this HP). The remnants will be skeletons (1-4 on 1d6) or zombies (5-6 on 1d6), who 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 of 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).