A thick shell of clear green-tinged ice completely encases a desiccated human corpse, its yellowed teeth bared in a rictus of death. The huge mantle of icy armor makes this fearsome apparition the size of an ogre.
The entombed are undead preserved by being encased in shells of ice—but still able to move and kill.
Entombed are human or humanoid undead entirely frozen inside an icy sheath that gives them the stature of an ogre.
The face of one of these creatures is usually frozen in a rictus of fear or sorrow—its flesh, hair, and eyes are always very well preserved, though the skin sometimes takes on a frozen whitish tone.
Undead Nature. Entombed do not require air, food, water, or sleep.
Large undead, lawful evil
Armor Class 18 (natural armor)
Hit Points 171 (18d10 + 72)
Speed 30 ft., burrow 40 ft. (ice and snow only)
Abilities Str 24 (+7), Dex 10 (+0), Con 18 (+4), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Saving Throws Con +5, Wis +6
Skills Perception +6, Stealth +4
Damage Vulnerabilities fire
Damage Resistances acid; bludgeoning, piercing, and slashing form nonmagical attacks
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses tremorsense 60 ft., passive Perception 16
Languages understands the languages it knew in life but can’t speak
Challenge 10 (5,900 XP)
Freeze. A creature that touches the entombed or hits it with a melee attack while within 5 feet of it must make a DC 17 Constitution saving throw. On a failed saving throw, the creature is partially frozen. While partially frozen, the creature’s speed is halved and it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. A frozen creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself with a success.
Ice Stride. Moving through nonmagical snow costs the entombed no extra movement, and it can move through nonmagical solid ice as if it were water. In addition, the entombed has advantage on saving throws against icy terrain magically created or manipulated to impede movement.
Snow Camouflage. The entombed has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Multiattack. The entombed makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 7 (2d6) cold damage, and if the target is a creature it is grappled (escape DC 17). While grappled the creature is restrained, and if the creature is still grappled at the end of its turn it takes 7 (2d6) cold damage.
Immure. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature the entombed is grappling. Hit: the entombed traps the creature in solid ice. While trapped, the creature can use its action to attempt to break out of the ice with a successful DC 17 Strength check on each of its turns. Otherwise, the creature can’t take actions or reactions. If a creature’s hit points are reduced to 0 while trapped in ice, it dies and rises as a new entombed in 1d4 rounds.
BroadSword Magazine is now on Kickstarter!
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If you haven’t already heard, go ahead and check it out now. This monthly magazine looks to capture the feel of the old Dungeon/Dragon magazines from the ’80s and ’90s. Old School Feel with New School (5e) rules.
Art by Wizards of the Coast.