Entombed (5e Creature)

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Entombed[edit]

Large undead, neutral evil


Armor Class 10 (natural armour)
Hit Points 63 (6d10 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 7 (-2) 20 (+5) 6 (-2) 10 (+0) 6 (-2)

Saving Throws Wis +2
Proficiency Bonus +2
Damage Vulnerabilities radiant
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can't speak
Challenge 4 (1,100 XP)


Glare. When a creature that isn't undead can see the entombed's eyes starts its turn within 30 feet of the entombed, the entombed can force it to make a DC 12 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. A creature who makes its save cannot be affected by Glare for 24 hours.

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.

ACTIONS

Multiattack. The entombed makes two melee attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.


Entombed are ferocious undead creatures that have the appearance of being composed of multiple corpses, with stitches all over their foul, greenish bodies. They fight with their bare hands, the only weapon they need, but they have a strange magic in their eyes that makes those who look upon them freeze up, unable to move. They tend to inhabit dark places, like ruins, caves or tombs, but they prefer to lurk in places imbued with darkness, especially when they are frequented by powerful spellcasters or strong undead, like vampires, wraiths, or dracoliches. They are very unruly, however, as they can sometimes turn on their creators, and more than one would-be necromancer or dark wizard has been torn apart by their own entombed.

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