Crypt Warden (CR 8)
Alignment: Always lawful good
Initiative: +1 (Dex)
AC: 21 (+1 Dex, +3 natural, +5 masterwork breastplate, +2 masterwork heavy steel shield), touch 11, flat-footed 20
Hit Dice: 9d12 (58 hp); DR: 5/bludgeoning
Fort +3, Ref +4, Will +7
Speed: 30 ft. (20 ft. in breastplate)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +6
Attack: Masterwork bastard sword +8 melee
Full Attack: Masterwork bastard sword +8 melee
Damage: Masterwork bastard sword 1d10 +2 plus 1 holy
Special Attacks/Actions: Animate objects, holy
Abilities: Str 15, Dex 12, Con -, Int 14, Wis 13, Cha 16
Special Qualities: deathless traits, SR 19
Feats: Exotic Weapon Proficiency (bastard sword); Sanctify Martial Strike (bastard sword); Subduing Strike; Weapon Focus (bastard sword)
Skills: Climb +10, Diplomacy +17, Intimidate +15, Jump +10, Knowledge (religion) +14, Sense Motive +13, and Tumble -1
Advancement: 10-13 HD (Medium); 14-27 HD (Large)
Treasure/Possessions: Double standard
Book of Exalted Deeds
Animate Objects (Su): As a standard action, a crypt warden can cause a statue or another object within the tomb it guards to animate, as if affected by the animate objects spell. It can animate one object of Large size or smaller each round; this ability otherwise works as the spell cast by a 10th-level cleric.
Holy Smite (Sp): A crypt guardian can use holy smite at will. Caster level 10th; Will save DC 17. The save DC is Charisma-based.
Crypt wardens fight fearlessly, for they literally have nothing to lose - win or lose, their spirit returns to heavenly bliss when its task is done. They are far more intelligent than they appear, and quickly surprise tomb robbers who assume them to be nothing more than mindless skeletons.