Gravesnitch (5e Creature)
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Small ooze, unaligned
Semimorphous. The gravesnitch can move through a space as narrow as 1 foot wide without squeezing. Multiple gravesnitch may fuse; when they do, they combine their current and maximum hit points, they gain a +1 ability score bonus to Strength and Constitution for each individual, and they gain +1 AC and increase by 1 size category when the number of gravesnitch quadruples (e.g. 14 AC and Medium with 4, 15 AC and Large with 16).
Multiattack. The gravesnitch makes 4 tooth or claw attacks.
Tooth or Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d2 + 1) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Skull Trap. The gravesnitch discards its skull and loses its bite attack. Whenever a creature enters a radius of 5 ft. around the skull for the first time on a turn, it must succeed on a DC 10 Dexterity save or take 11 (2d8 + 2) piercing damage. The skull has AC 11 and 8 hit points, and stops attacking after 1 hour.
Using its solid, rodent-like skull to tunnel down through soil, wood or even stone, the gravesnitch consumes entire corpses, especially bone, retaining only choice teeth and talons it distributes to the rest of its malleable, putty-like body. In addition to its defensive collection of teeth and nails, the typical gravesnitch tends to hoard a specific item it finds in or on the dead, such as a particular phalange, prosthetic joints, jewelry, hair of a certain color, or patches of tattooed skin. It maintains one or more hoards of its favorite "treasure" around its territory, and always respects the hoard of a fellow gravesnitch.