Entombed (CR 10)

Large Undead (Cold)
Alignment: Usually lawful evil
Initiative: +0; Senses: darkvision 60 ft., tremorsense 60 ft., Listen +21, and Spot +21
Languages: Entombed do not speak, but are able to hear others through their icy coating. They understand Common.


AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Hit Dice: 16d12 (104 hp)
Fort +7, Ref +5, Will +12
Speed: 30 ft., burrow 40 ft. (ice only)
Space: 10 ft./10 ft.
Base Attack +8; Grapple +20
Attack: Slam +15 melee
Full Attack: 2 slams +15 melee
Damage: Slam 2d6+8 plus 2d6 cold
Special Attacks/Actions: Create spawn, freeze, icy touch, immure, improved grab
Abilities: Str 27, Dex 10, Con -, Int 11, Wis 14, Cha 12
Special Qualities: ice glide, immunity to cold, undead traits, vulnerability to fire
Feats: Awesome Blow; Cleave; Great Fortitude; Improved Bull Rush; Improved Sunder; Power Attack
Skills: Hide +15, Listen +21, Move Silently +19, and Spot +21
Advancement: 17-32 HD (Large)
Climate/Terrain: Cold mountains
Organization: Solitary or pair
Treasure/Possessions: Standard

Source: Frostburn

Create Spawn (Su): Any humanoid slain by an entombed becomes an entombed in 1d4 rounds, provided it is encased in ice (see Immure, below). Spawn are under the command of the entombed that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Freeze (Su): An entombed can drain the heat from a living creature. On a successful grapple check, the entombed deals 2d4 points of Dexterity damage to a grappled foe (Fortitude save DC 19 half). This is a supernatural cold effect. The save DC is Charisma-based.

Icy Touch (Su): An entombed deals an additional 2d6 points of cold damage with each successful slam attack. On its turn, it deals 2d6 points of cold damage per round to any creature it grapples.

Immure (Su): As a standard action, an entombed that begins its turn with a hold on its opponent can attempt to drag a grappled creature under the ice, trapping it in a layer of ice and eventually creating another one of its own kind. The entombed must win an opposed grapple check; if it succeeds, it can move up to half its speed, dragging its grappled foe with it. If it has pinned its foe, the entombed gets a +4 bonus on this check. If the entombed successfully drags its foe into solid ice, the victim is immediately immobilized and cannot move or take any actions other than purely mental ones. He maybe subject to drowning (although he can hold his breath before he enters the ice). As a full-round action, an entombed victim within 5 feet of the ice's surface can attempt a DC 23 Strength check to break our. If he is more than 5 feet deep in the ice, a successful check does not free him, but gives him enough space to take physical actions that he could otherwise take while grappled, such as attempting to draw a light weapon, cast a spell, or attack the ice with a light weapon and try to carve his way out.

An entombed often chooses to continue attacking a victim immured in the ice, since the ice does not prevent its own movement or attacks.

Improved Grab (Ex): To use this ability, an entombed must hit a Large or smaller opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold, deals damage with its icy touch, and immediately uses its freeze ability. In subsequent rounds it continues to deal damage with its icy touch and can freeze again, or attempt to use its immure ability.

Ice Glide (Ex): An entombed can glide through ice, snow, or slush as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples or other signs of its presence.

An entombed often fights from the cover of an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. An entombed attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover.

Tremorsense (Ex): An entombed can automatically sense the location of anything within 60 feet that is in contact with the ground (or ice or snow on top of the ground).

Entombed are known for their ability to slide through ice, such as glaciers or icebergs. Notorious for surprising foes, an entombed will often silently burrow up to its enemies as they camp on the ice. Sometimes entombed attack from within ice-covered lakes; they often reach up through ice to attack targets on the surface, while they remain protected by the ice above them.

Once it has attacked by surprise, an entombed then tries to drag its victims back under the ice.

Create Spawn (Su): Any humanoid slain by an entombed becomes an entombed in 1d4 rounds, provided it is encased in ice (see Immure, below). Spawn are under the command of the entombed that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Freeze (Su): An entombed can drain the heat from a living creature. On a successful grapple check, the entombed deals 2d4 points of Dexterity damage to a grappled foe (Fortitude save DC 19 half). This is a supernatural cold effect. The save DC is Charisma-based.

Icy Touch (Su): An entombed deals an additional 2d6 points of cold damage with each successful slam attack. On its turn, it deals 2d6 points of cold damage per round to any creature it grapples.

Immure (Su): As a standard action, an entombed that begins its turn with a hold on its opponent can attempt to drag a grappled creature under the ice, trapping it in a layer of ice and eventually creating another one of its own kind. The entombed must win an opposed grapple check; if it succeeds, it can move up to half its speed, dragging its grappled foe with it. If it has pinned its foe, the entombed gets a +4 bonus on this check. If the entombed successfully drags its foe into solid ice, the victim is immediately immobilized and cannot move or take any actions other than purely mental ones. He maybe subject to drowning (although he can hold his breath before he enters the ice). As a full-round action, an entombed victim within 5 feet of the ice's surface can attempt a DC 23 Strength check to break our. If he is more than 5 feet deep in the ice, a successful check does not free him, but gives him enough space to take physical actions that he could otherwise take while grappled, such as attempting to draw a light weapon, cast a spell, or attack the ice with a light weapon and try to carve his way out.

An entombed often chooses to continue attacking a victim immured in the ice, since the ice does not prevent its own movement or attacks.

Improved Grab (Ex): To use this ability, an entombed must hit a Large or smaller opponent with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold, deals damage with its icy touch, and immediately uses its freeze ability. In subsequent rounds it continues to deal damage with its icy touch and can freeze again, or attempt to use its immure ability.

Ice Glide (Ex): An entombed can glide through ice, snow, or slush as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, and its passage does not create any ripples or other signs of its presence.

An entombed often fights from the cover of an ice sheet or snow field in much the same way that an incorporeal creature can use a wall or floor for cover. An entombed attacking a creature outside the ice or snow in which it is hiding gains the benefit of cover.

Tremorsense (Ex): An entombed can automatically sense the location of anything within 60 feet that is in contact with the ground (or ice or snow on top of the ground).

Entombed are known for their ability to slide through ice, such as glaciers or icebergs. Notorious for surprising foes, an entombed will often silently burrow up to its enemies as they camp on the ice. Sometimes entombed attack from within ice-covered lakes; they often reach up through ice to attack targets on the surface, while they remain protected by the ice above them.

Once it has attacked by surprise, an entombed then tries to drag its victims back under the ice.

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.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.