| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +6 |
Sentinel. The crypt keeper has Advantage on opportunity attacks and attacks made as part of the Ready action.
Turn Immunity. The crypt keeper is immune to any effect that turns Undead.
Rejuvenation. If the crypt keeper's body is destroyed within its territory, it magically reforms and regains all its hit points after 24 hours unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Innate Spellcasting. The crypt keeper’s innate spellcasting ability is either Charisma or Intelligence, whichever is higher (Charisma; spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: alarm, detect magic, locate object
2/day each: counterspell, nondetection, spirit shroud (2d8)
Sunlight Sensitivity. While in sunlight, the crypt keeper has Disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The crypt keeper makes two halberd attacks or two longsword attacks, it may replace one weapon attack with a grave bolt attack.
Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage if spirit shroud is active.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage if spirit shroud is active.
Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage and the target must succeed on a DC 14 Wisdom saving throw or become cursed for 1 minute. A cursed creature has Disadvantage on all D20 Tests.
A humanoid that dies while it is cursed, rises 24 hours later as a wight under the crypt keepers control, unless the humanoid is restored to life or its body is destroyed. The crypt keeper can have no more than eight wights under its control at one time.
Guard. The crypt keeper adds 3 to its AC against one attack that would hit it. The crypt keeper must be the aware of the attack and be wielding a melee weapon or a shield.
Description
Crypt keepers are selfish, evil and intelligent; highly protective undead that have taken it upon themselves to lay claim to a specific tomb, burial ground or crypt, defending the location against the trespasses of the living. A crypt keeper is deathly territorial and once provoked will stop at nothing to add the corpse of its offender to the dead it claims. Crypt keepers can sometimes attract other undead; corpse-hungry creatures such as ghouls and ghasts (although crypt keepers seem to despise the attention of carrion eaters). Occasionally, an item or text in the keeper’s possession may earn the attention of more a powerful undead; a vampire or even a lich may find themselves contending with the nuisance of a jealous and possessive keeper.
Undead Nature. The crypt keeper does not require air, food, drink, or sleep.
Tomb Hoarders. Crypt keepers are devilishly possessive and do not often share their dwellings with other creatures they think may threaten their claim to the treasures in their home. As a result, most keepers choose to live in solitary tombs or crypts; only accompanied by subservient undead, such as the wights under its command (if any). Crypt keepers have no reservations about destroying troublesome undead that take up residence within their homes, leaving what remains of their destroyed corpses to warn others of their ilk. Crypt keepers never work together, unless extreme circumstances require it, even then, any true alliance between them is tenuous at best. Crypt keepers are cruel by nature, and they retain the cunning and intelligence they possessed in life, these qualities can occasionally turn them into villainous dungeon overlords, filling their crypts and tombs with the collected treasures of the adventurous dead. Crypt keepers are almost always preoccupied with securing their dwelling against trespassers, and are unlikely to leave their lair unless doing so is required to reclaim a stolen item of great value from its crypt.
Cursed by Greed. Crypt keepers come into being when sure hearted, honorable knights and paladins succumb to greed while exploring the resting places of the dead; and then subsequently perish within the tomb whilst the object of their greed is still carried on their person. The chance of this occurring increases dramatically when the knight or paladin is felled by a powerful intelligent undead, such as a deathlock mastermind, a vampire, or a lich. Compelled to lay claim to everything; dead, or alive, within the darkened crypt or sanctum it now calls its home, a crypt keeper is cursed to an eternal existence of material greed, never finding satisfaction with the treasures it collects, it forever seeks to add more wealth to its hoard.
Object of Desire. Most crypt keepers carry the object of their initial desire on them at all times; be it a valuable bobble, a secret article of text, or even a magic item. Sometimes however, a crypt keeper has no such treasure, instead, they desire power, knowledge, or something else intangible. In that case, the crypt keeper may collect the corpses of those that mirror those qualities, or worse, it may turn them into wights in a sort of sadistic puppet & master game, pitting its prized collection of adventurers against those that wish to invade its home.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/26/2021 9:17:54 PM
|
28
|
5
|
--
|
Coming Soon
|
|
|
6/11/2024 4:51:58 AM
|
183
|
5
|
--
|
Coming Soon
|
|
|
8/11/2024 9:37:48 PM
|
157
|
1
|
--
|
Coming Soon
|
|
|
2/27/2025 1:38:41 AM
|
159
|
1
|
--
|
Coming Soon
|
Comments