Further, grave watchers have maximum hit points. This means a 5 HD grave watcher has 40 hit points, and a 15 HD grave watcher has 120.
Grave watchers which have 10 or more hit dice can split themselves in two. For example, a 10 HD grave watcher can become two 5 HD grave watchers. This process takes four rounds.
Fast Healing 2?(regenerating 2 hp a round);
A grave watcher looks like hundreds of tiny, pulsating lights -- a ballet of fireflies hovering over a grave or about a tomb. At any given time the lights are all the same color. However, the colors do vary from creature to creature, from white to rose to emerald green and shades in between.
The lights are not a part of the creature, but are residual bursts of energy that it constantly gives off. Some sages believe that the colors of the lights correspond to the creature's moods or strength. The lights effectively mask the creature, which is a black, vaguely man-shaped form with tentacles. The lights can also be distracting. Any characters viewing a grave watcher for the first time easily can become mesmerized by the light display. Such characters must make a saving throw vs. petrification at a -2 penalty or stand transfixed by the lights for 2d4 rounds.
For every 8 hit points of damage the grave watcher suffers, it loses one tentacle, and therefore one attack. Tentacles reform and reattach to the main body after four rounds (regenerating 2 hp a round); however, if a grave watcher's hit points ever fall below zero, the creature is slain.
Only one grave watcher has been noted at anyone time. Sages theorize that when multiple grave watchers come in contact with each other they fuse to form a larger creature.
A grave watcher only attacks if someone or something trespasses over a grave it has chosen to watch. A grave watcher has as many attacks as it has appendages. Each successful strike causes 1d8 points of electrical damage. In addition, if a struck victim is wearing or carrying more than 20 pounds of metal, the electricity has a scatter effect. All those standing within 10 feet of him suffer 1d8 points of damage from the electricity bouncing off of him (save vs. breath weapon for half). Please note that most metal armor weighs more than 20 pounds, and treasure often has a lot of metal in it.