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Crypt Fiends

New Monster:

The Crypt Fiend.


Created from the deaths of exceptionally strong willed or evil individuals that have been improperly buried (for Lawful religions at least), the Crypt Fiend is a type of undead skeleton found in burial tombs. Sometimes they are surrounded by skeletal bodyguards (often murdered and interned with their masters) and sometimes found alone, these Fiends represent a true threat to even the stoutest of adventurers.

Animated the remnants of the deceased’s ego, they will rarely leave their tomb complexes and often will not attack unless they are directly disturbed. They exist only to protect their place of burial. A few tales have circulated wherein a Crypt Fiend has journed forth from his tomb after being disturbed to take revenge against an ancient enemy. These tales may just be myths or perhaps the work of some ill-intentioned Necromancer plying his dark trade by disturbing the dead.


Crypt Fiend

Armor Class 15 (Reinforced Chain) and 17 if using a one-handed weapon and shield

HD: 4

Attacks: as by weapon type-Two handed Sword, Axe or Broadsword +1 Damage

Special: Aura of Fear, Resistance to Stabbing Weapons, Strong Warrior, Immune from Mental Spells (see below)

Move: 6

HDE/XP 6/600


Crypt Fiends are the reanimated bodies of powerful, strong willed, ancient warriors that have not been properly interned by Lawful Clerics. They are sometimes found alone but may be protected by a skeletal bodyguard of 2-12 Skeletons. They will not automate unless directly disturbed. They are usually neutral as they seek to protect their final resting place.


Aura of Fear- All characters upon first seeing a Crypt Fiend must make Saving Throw against Charisma. Failure makes the character fight at a -4 to hit and forces another Saving Throw against Charisma to successfully cast a spell. After an initial failure, every turn the character continues to view the Crypt Fiend, that character must pass another Saving Throw against Charisma or run screaming in fear out of sight of the Fiend. A successful Saving Throw in this case allows the Character to remain in the fight with the negative modifier for another round. The Aura of Fear fades after the character has been out of sight of the Fiend for 10 minutes.


Resistance to Stabbing Weapons- Crypt Fiends hit by Daggers, Spears, Javelins, Arrows, Quarrels, and all other stabbing weapons only receive 1pt of damage. There just isn’t much to stab! Damage modifiers for Strength still apply for Fighters.


Strong Warrior- +1 Damage Modifier for Strength.


Immunity from Mental Spells- Immune from Sleep, Charm, and all other Mental Spells.


They are turned by Clerics like a Wraith.

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