Entombed Crypt Lord (5e Creature)
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Entombed Crypt Lord
Huge undead, neutral evil
Saving Throws Wis +9
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.
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 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.
Undead Nature. An entombed crypt lord doesn't require air, food, drink, or sleep.