# Entombed
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >slams: 1d6 (×2)
> >Melee/Ranged: +19/+11
> >Secondary: +14/+6
> >Multiattack: +17/+9
> >M/R_PA: +15/+7
> >2nd/PA: +10/+2
> >MA_PA: +13/+5
> >Itterative: 3
> > xDmg:: Str: +8; Str2: +12; StrOH: +4; StrPA: +16; StrPA2H: +24; StrPAOH: +8
> > xDCs:: Str: 26; Dex: 18; Con: 18; Int: 18; Wis: 20; Cha: 19
> > xFeat:: 6/8 (2)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Entombed</div>
<div class="CR">CR 10 (9,600 XP)</div>
<div class="SOU">Frostburn</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Large Undead (cold)
**Init** +0
**Senses** darkvision 60 ft., tremorsense 60 ft.; **Perception** +21
#### defense
**AC** 24, 9 touch, 24 flat-footed (+15 natural, -1 size)
**hp** 80 (16d8+16)
**Fort** +8, **Refl** +5, **Will** +12
**Feint** 31, **Demoralize** 28
**Immune** cold
**Weakness** vulnerable to fire
#### offense
**Speed** 30 ft., burrow 40 ft. (snow and ice only)
**Melee** 2 slams +19 (1d6+8 plus 2d6 cold and grab)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** chill, constricting cold, create spawn, immure
#### statistics
**Str** 27, **Dex** 10, **Con** —, **Int** 11, **Wis** 14, **Cha** 12
**BAB** +12, **CMB** +17, **CMD** 27, **TA** +19, **RTA** +11
**Feats** [[Awesome Blow]], [[Cleave]], [[Great Fortitude]], [[Improved Bull Rush]], [[Improved Sunder]], [[Power Attack]]
**Skills** Intimidate +20, Perception +21, Sense Motive +21, Stealth +17
**Languages**
#### special abilities
### Chill (Su)
An entombed's body deals 2d6 points of cold damage whenever it hits in melee, or in each round it grapples.
### Constricting Cold (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. Affected creatures can make a DC 19 Fortitude save to negate the effect. Creatures immune to cold are immune to this effect. The save DC is Charisma-based.
### Create Spawn (Su)
Any humanoid slain by an entombed becomes an entombed in 1d4 rounds, provided it is encased in ice. Spawn are under the command of the entombed that created them and remain enslaved until its destruction. An entombed can have a number of enslaved spawn totaling at most double its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. Entombed do not possess any of the abilities they had in life.
### Immure (Su)
As a standard action, an entombed that begins its turn grappling an opponent can attempt to move that creature through the ice, trapping it within and eventually creating another one of its own kind. The entombed must win an opposed grapple check; if it succeeds, it can moves itself and its victim up to half its speed. Victims encased in ice are pinned and cannot speak or breathe. 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 out. 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.