Entombed Crypt Lord (5e Creature)

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Entombed Crypt Lord[edit]

Huge undead, neutral evil

Armor Class 18 (natural armour)
Hit Points 229 (17d12 + 119)
Speed 30 ft.

25 (+7) 10 (+0) 25 (+7) 14 (+2) 17 (+3) 14 (+2)

Saving Throws Wis +9
Proficiency Bonus +6
Damage Vulnerabilities radiant
Damage Resistances cold
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages the languages it knew in life
Challenge 18 (20,000 XP)

Glare. When a creature that can see the entombed's eyes starts its turn within 30 feet of the entombed, the entombed can force it to make a DC 17 Constitution saving throw if the entombed isn't incapacitated and can see the creature. A creature that fails the save is paralysed for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the entombed until the start of its next turn, when it can avert its eyes again. If the creature looks at the entombed in the meantime, it must immediately make the save.

Turn Resistance. The entombed has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces the entombed to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the entombed drops to 1 hit point instead.


Multiattack. The entombed makes four attacks.

Chain. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Gauntlet. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.


Parry. The entombed adds 6 to its AC against one melee attack that would hit it. To do so, the entombed must see the attacker and be wielding a melee weapon.

Entombed crypt lords are an incredibly rare variety of entombed marauders created by exposing an entombed marauder to additional magic and rituals. The result is a massive creature with incredible cunning and abnormal charisma, not to mention incredible strength and endurance.
Entombed crypt lords are named such because they are typically used to guard the resting sites of incredibly powerful necromancers. Of course, considering that any necromancer powerful enough to create and control an entombed crypt lord must have prodigious magical talent, crypt lords are also often found serving liches. Some necromancers refuse to complete the path to lichdom until they can control an entombed crypt lord.

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