| Hit Dice: | 8d12 (52 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares), burrow 10 ft. |
| Armor Class: | 21 (+11 natural), touch 10, flat-footed 21 |
| Base Attack/Grapple: | +4/+11 |
| Attack: | Slam +10 melee (1d6+9 plus entomb) |
| Full Attack: | Slam +10 melee (1d6+9 plus entomb) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Entomb, exhume |
| Special Qualities: | Damage reduction 5/silver, darkvision 60 ft., undead traits |
| Saves: | Fort +4, Ref +4, Will +8 |
| Abilities: | Str 23, Dex 10, Con —, Int 6, Wis 14, Cha 15 |
| Skills: | Hide +7, Listen +8, Move Silently +7, Spot +8 |
| Feats: | Alertness, Great Fortitude, Lightning Reflexes |
| Environment: | Any |
| Organization: | Solitary, digger squad (2–4), or cemetery detail (6–10) |
| Challenge Rating: | 5 |
| Treasure: | Standard |
| Alignment: | Always lawful evil |
| Advancement: | 9–16 HD (Medium); 17–24 HD (Large) ♊ |
| Level Adjustment: | — |
This shrunken and disfigured humanoid carcass moves under the power of its own animation, though the details of its shape are blurred beneath a coating of filth and grave dirt.
Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. The entombers are perfect for putting bodies in the ground, or bringing them out, depending on the needs of their masters. They usually inhabit cemeteries, catacombs, or other places where many corpses might be found. Unless specifically commanded otherwise, entombers treat all living creatures as subjects for their entombing power.
Entombers are filthy, streaked with dirt, and sometimes even bits of desiccated flesh (not their own), jewelry, and other small bits taken from the bodies they exhume or entomb. They stink of both carrion and embalming alchemical fluids. Closer scrutiny reveals their lips are sewn shut.
Most entombers are about 6 feet tall and weigh about 160 pounds.
Entombers understand Common, but their lips are sewn shut, so they cannot speak.
In melee combat, an entomber’s fist is a powerful weapon. However, the fear associated with entombers is more due to their ability to entomb foes with their attack.
Entomb (Su): Whenever an entomber succeeds on a slam attack, it can attempt to entomb its foe. The foe must make a DC 16 Reflex save or be pounded bodily into a shallow grave. The save DC is Charisma-based. This ability doesn’t work in locations with a basement or open level immediately below, nor can the creature entomb victims in magical, living, or animate materials, or materials with a hardness higher than 8.
The upthrust bulge of cracked flooring material, earth, or stone reveals the location of the victim to compatriots. Two standard actions spent clearing away the broken flooring material reveals the entombed victim, who can use his or her next action to stand from a prone (and dusty) position. Attempting to rescue a friend in this way can provoke attacks of opportunity.
The victim is treated as if pinned by an opponent (the earth) with a grappling check of 20. Breaking free of first the “pin” and then the “grapple” allows the victim to stand from a prone position on his or her next round. If compatriots of the victim have partially cleared away the covering material, then the victim need only make a single check before standing from the prone position. Each round the victim spends fully or partially entombed is a round in which the victim suffocates (see Suffocation).
Exhume (Su): When an entomber spends a standard action and touches the top of a grave or space where a creature is buried no deeper than 10 feet, the body immediately rises to the surface, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner.
Source: Libris Mortis, page 97.