
They say when you give the real bad dedicated undead back their whole mind bod and soul back they end up looking kind of like vampires if vampire didn’t have fangs
2000 gold and your best spell and you can just save a soul that was unjustly stolen
Start training with rescuing burrow wights once they get get a taste of gold dust they will happily wear your gold runes bands for all eternity and they will always be there for you when you cast the right spell
What they call these new burrow wights are Burrow Graves. Also known as Gravers or groves in the old mystique tongue
Thats what they do now you see when they are not fighting they will just help run funeral parlors by digging graves and things
Around those parts they are known as Burrow Groves
…
These Gravers they love to dance and gyrate for you when you provide the beer for them also, and with enough coin in their pocket they even love to gamble as well
They even wrote a poem about how thos entitys “gyre” and “gimble”
Just keep the beer flowing and they will figure out the best plan for you
And remember these were once old world burrow wights before they were gravers and as such they are still cadaverous undead predators and some have been decayed messes for 600 years or more like maybe 6000 years
Don’t go nuts doing whatever you feel like is all I ask.
…
Ok so here’s your spell scrolls and here is all your gold coins now in the form of two thousand gold worth of gold dust.
The first thing to do is hide run force them into chasing you with their sword then at 30 paces dust them.
Medium undead (Rune Saint), neutral good
Armor Class 17 (breast plate)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
19 (+4)
CHA
21(+5)
Skills Perception +3, Stealth +4 Perform +11 Persuasion +11
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)

Spellcasting. The Grove is an 3rd-level spellcaster. Its spellcasting ability is ch (spell save DC 16, 8 to hit with spell attacks). The Grove has the following bard spells:
Cantrips (at will): mage hand, prestidigitation, viscous mockery
1st level (4 slots): charm person, tashas laughter, shield,
2nd level (3 slots): detect thoughts, invisibility, sugestion,
Bardic inspiration 1d6
Jack of all trades.
Combat inspiration 1d6
Song of rest 1d6
Expertise, Persuasion + Perform

Actions
Multiattack. The grove makes two greatsword or longbow attacks. It can use its Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. A foe who falls to zero hit points from this doesn’t die but just falls asleep for 1d4 hours.
Innocence: Burrow groves dont intriniscly bring harm to anyone and cant be targeted by anti undead spells and spell like abilities.
Ally in the Mist. Instead of traditional necromancy spells you can use spells like call to the mist to have one of these beings aid you for 2d4 rounds.
Rune Cascade. When faceing off against a fellon her does an aditional 3d6 radiant damage. A Fellon slain by this attack that drops to 0 hit points doesn’t die but just goes unconscious for a day.
Moon of power. This being can conjure from shadow a flame tongue great sword.
Power Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6+ 3) slashing and then (2d6 ) fire damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
