Medium Monstrosity, Any Evil Alignment
Armor Class 14 natural
Hit Points 550 (4d12 + 6)
Speed
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
Senses Truesight, Passive Perception 600
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Web (Autocast)
Binds a target enemy air unit in webbing, forcing it to the ground. Webbed units can be hit as though they were land units.

Burrow
The Crypt Fiend digs into the ground, becomes invisible, and gains a regeneration rate of 5 hit points per second. The Crypt Fiend cannot attack while burrowed.

 

Actions

Creature Attack
Increases the attack damage of Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms.

Creature Carapace
Increases the armor of Crypt Fiends, Gargoyles, Destroyers, and Frost Wyrms.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Crypt Fiends are large, mummified creatures who appear to be a genetic cross between humans and spiders. Their lower bodies are supported by six spindly arachnid limbs and their heavily bandaged torsos are human in form. The cunning Crypt Fiends were once the lords of the ancient spider kingdom of Azjol-Nerub that spanned the entirety of Northrend in ancient times. However, the Crypt Fiends' power base was destroyed by the Lich King, Ner'zhul, when he and his undead Scourge took control of the frozen continent. Now the Crypt Fiends command their spider underlings in the name of their master, Ner'zhul. These aberrant creatures are capable of summoning swarms of vile insects and projecting web-like strands to incapacitate and harm their enemies.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

TheMythicBrewerKeon

Comments

Posts Quoted:
Reply
Clear All Quotes