Entombed Marauder (5e Creature)

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Entombed Marauder[edit]

Huge undead, neutral evil

Armor Class 16 (natural armour)
Hit Points 175 (14d12 + 84)
Speed 30 ft.

23 (+6) 10 (+0) 23 (+6) 9 (-1) 14 (+2) 9 (-1)

Saving Throws Wis +5
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 60 ft., passive Perception 12
Languages understands the languages it knew in life, but can't speak
Challenge 7 (2,900 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 15 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 or from a critical hit. On a success, the entombed drops to 1 hit point instead.


Multiattack. The entombed makes three melee attacks.

Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.

Gauntlet. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.


Parry. The entombed adds 3 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.

Among entombed, the only creatures that they can truly give a semblance of respect to are powerful spellcasters and undead creatures, and the most powerful among their kind, commonly called marauders. These entombed marauders are clad from head to toe in heavy metal and usually carry heavy chains that they use to beat foes into submission, but they also wear heavy gauntlets. Their faces are always covered with metal plates with several holes for the entombed to see out of, and menacing red orbs glow out from behind those plates, which they can use to paralyse their victims, much like the eyes of weaker entombed. A rare few entombed marauders have the ability to speak with deep, growling voices, and they tend to order other entombed and lesser undead around, while in turn being used as commanders of sorts by their superiors. The only spellcasters that attempt to create these monstrous undead abominations are either very powerful or very foolhardy, though usually some combination of the two.

Undead Nature. An entombed marauder doesn't require air, food, drink, or sleep.

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