Crypt Warden - AI-generated fantasy Monster

Crypt Warden

When the necropolis was consecrated, tomb guardians were sworn to defend the dead from theft, blasphemy, and unlicensed awakening. The Crypt Warden is what remains of that oath after centuries of silence and one recent cult breach. It no longer remembers names, only duties. That makes it dangerous in a very specific way: it cannot be reasoned with, but it can be redirected by sacred symbols, old passwords, or the same burial protocols the cult has begun to exploit. Its cracked armor and bone-latticed body are a visible hint that the floor's undead are being assembled, not merely disturbed.

MediumUndead(undead)CR Moderatelawful neutral

Crypt Warden

undeadnecropoliscultsummoningguardianearly-floorterrain-controldungeon
HP67AC16SPD30 ft.CR3 (700 XP)PerceptionInsightAthletics
STR
18
DEX
12
CON
16
save
INT
8
WIS
10
save
CHA
6
Oath of the First Seal. The warden has advantage on saving throws against being turned while within 10 feet of a sealed tomb or sarcophagus.
Dust-Sense. The warden can see and hear through its own grave dust as long as at least one creature remains inside an area affected by Ossuary Burst.
Ritual Obedience. If a cultist bearing the correct sigil is adjacent to the warden, the warden does not attack that cultist unless the cultist harms it or desecrates a tomb in its reach.
Sarcophagus Slam. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 8 () bludgeoning damage plus 3 () necrotic damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed 10 feet away from the warden.
Ossuary Burst. The warden tears loose a handful of bone slivers and grave dust in a 10-foot-radius cloud centered on a point it can see within 30 feet. Each creature in the area must make a Constitution saving throw, taking 7 () necrotic damage on a failed save, or half as much damage on a successful one. The area becomes lightly obscured until the start of the warden's next turn. A creature that fails the save also cannot take reactions until the start of its next turn.
Raise the Dead Quiet. The warden animates bone fragments from nearby remains or broken funerary statuary in a 15-foot radius centered on itself. Until the start of its next turn, the area is difficult terrain for enemies, and the first time each turn an enemy enters the area or starts its turn there, it takes 3 () piercing damage. The bones crumble after 1 minute or if the warden is destroyed.
Interdict the Threshold. When a creature the warden can see moves into a space within 5 feet of a sealed tomb, sarcophagus, or stone door, the warden makes one Sarcophagus Slam attack against that creature.
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