"Crypt fiend" is an acquired template that can be added to any nerubian, including a spiderlord (referred to hereafter as the base creature). Nerubian spiderlords with this template are termed "crypt lords." See Lands of Mystery for more information on nerubians and Dark Factions for nerubian spiderlords.
A crypt fiend uses all the base creature's statistics and special abilities except as noted here. Crypt lords have all the statistics and special abilities of crypt fiends, plus a few more.
Size and Type: The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as base creature, and the crypt fiend gains a burrow speed of 10 feet.
Armor Class: The base creature's natural armor bonus increases by +4. If the base creature was a spiderlord, its natural armor bonus increases by +6 instead.
Attack: A crypt fiend retains all the attacks of the base creature and also gains a slam attack.
Full Attack: A crypt fiend uses either its single slam attack or its natural weapons.
Damage: Slam attack damage varies with the crypt fiend's size. The base creature's natural attacks retain their old damage values or use the appropriate value from the table below, whichever is better. Slam attacks deal the damage listed below plus 1-1/2 times the crypt fiend's Strength bonus.
lives. If a crypt lord dies, all its carrion beetles become uncontrolled.
A corpse that produces a carrion beetle is despoiled for the purposes of raise dead and similar spells.
Impale (Su): As a standard action, a crypt lord slams the ground with its claws. Spiked tendrils shoot outward in a straight line from the point of impact, and enemies in the line's path are knocked prone and take damage as noted below. A creature that makes a successful Reflex save takes only half damage and does not fall prone. A target that fails its Reflex save must also make a Fortitude save or be stunned for 1 round.
Special Attacks: A crypt fiend retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 the crypt fiend's racial HD + the crypt fiend's Charisma modifier unless noted otherwise.
Poison (Su): While nerubians generate poison naturally, as spiders do, crypt fiends and crypt lords produce poison magically. This supernatural ability is a function of the Lich King's animating magic. This attack functions just as the base nerubian's poison attack, but its DC is based on Charisma instead of Stamina.
Web (Su): This attack functions just as the base creature's web attack, but is supernatural in nature, like the crypt fiend's poison attack. (Crypt lords do not gain this ability.)
Special Attacks — Crypt Lord only: A crypt lord retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 the crypt lord's racial HD + the crypt lord's Charisma modifier unless noted otherwise.
Generate Carrion Beetle (Su): As a standard action, a crypt lord can generate 1 carrion beetle from a corpse to serve it; the corpse can be no more than 1 day old and must be within 30 feet of the crypt lord. The crypt lord can telepathically control up to 5 carrion beetles at a time. Commanding any or all of the carrion beetles is a move action. If a crypt lord creates more than 5 carrion beetles, it chooses which five to command each round on its turn. Uncontrolled carrion beetles attack the closest living creature or trundle off to live normal carrion beetle
Locust Swarm (Sp): At will, as a standard action, a crypt lord can summon a locust swarm. This functions as the carrion swarm spell with a caster level equal to the crypt lord's Hit Dice. A crypt lord gains temporary hit points equal to half the damage the locust swarm deals.
Special Qualities: A crypt fiend retains all the special qualities of the base creature and gains those described below.
Fast Healing (Su):While buried in the ground (burrowing), the crypt fiend gains fast healing 5.
Special Qualities — Crypt Lord only: A crypt lord retains all the special qualities of the base creature and gains those of a crypt fiend, as well as those described below.
Spiked Carapace (Ex): The spiked shell of a crypt lord not only affords it greater armor, but injures enemies who get too close. Any creature striking a crypt lord with handheld or natural weapons takes 2d6 points of piercing and slashing damage from the creature's spikes. Reach weapons such as longspears do not endanger their users in this way.
Abilities: Change from the base creature as follows: Str +4, Agy -2. As an undead creature, a crypt fiend has no Stamina score.
A crypt lord also receives a +2 bonus to Intellect and Charisma.
Skills: Crypt fiends and crypt lords gain a +4 racial bonus on Stealth checks. In addition, crypt lords gain a + 2 racial bonus on Bluff and Sense Motive checks.
Organization: Solitary, pair, or swarm (3-12).
Challenge Rating: Same as the base creature +2 (crypt fiends) or +3 (crypt lords).
Alignment: Always evil (any).
Advancement: As base creature.
Level Adjustment: Same as the base creature +1 (crypt fiends) or +2 (crypt lords).
Large Undead Hit Dice: Initiative: Speed: Armor Class:
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