Sepulchral Guardian

Medium construct, unaligned

Armor Class 14 (scale mail)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

17 (+3) 10 (+0) 14 (+2) 5 (–3) 11 (+0) 12 (+1)

Damage Resistances acid, lightning; bludgeoning, piercing, and slashing damage from attacks that are not adamantine
Damage Immunities cold, fire, necrotic, poison, psychic
Condition Immunities charmed, diseased, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages None
Challenge 3 (700 XP)


  • Crypt Fatigue. A creature infected with crypt fatigue gains one level of exhaustion immediately and gains another level every time it fails the DC 12 Constitution saving throw after taking damage from a sepulchral guardian. An infected creature must make a DC 12 saving throw at the end of every long rest; with a successful save, it recovers from one level of exhaustion, but with a failed save, it gains one level of exhaustion. The disease is cured when the victim no longer has any levels of exhaustion.
  • Dread. Living creatures with line of sight to one or more sepulchral guardians and within 50 feet of them must make a successful DC 11 Wisdom saving throw or be frightened for 2d4 rounds. A successful save renders the target immune to any guardian’s dread for 24 hours.


  • Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) slashing damage and the target must make a DC 12 Constitution saving throw or be infected with crypt fatigue (see above).


Sepulchral guardians are constructs created from the preserved corpses of dead humanoids that have been encased in iron. They are created for one purpose only: to guard the final resting place of a dead creature. Once activated, a sepulchral guardian performs its task until it is destroyed. Even the death of its creator does not disrupt a sepulchral guardian; many are created to guard the final resting places of their creators.

A sepulchral guardian is a humanoid standing just over six feet tall. Its entire body except its face is encased in a suit of banded iron. Its face, while humanoid, shows no sign of life, and its eyes are filled with the emptiness of an automaton. These constructs are intelligent enough to pursue an intruder through nearby corridors and chambers of a tomb, but they seldom leave the immediate structure they’ve been set to guard, even to chase down a sthief who stole something.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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