The Alexandrian

5E Monster: Tomb Maiden

December 16th, 2025

Hollow iron head depicting a feminine form.

A tomb maiden is a lithe, sinuous, and fully-articulated iron maiden. The sacrificial victim placed within the tomb maiden is animated through necromantic rites and the negative energies of its undead existence are bonded to the iron shell of the maiden.

Guardians of the Necropolis. Historically, it was once very popular to set them as guards for mausoleums built within the Necropoli of the southern city-states. The practice faded over time and has been outlawed in most civilized lands, but these ancient guardians can still be found within the most ancient of burial grounds.

Warded Tomb Maidens. The iron sheath of some tomb maidens are marked with arcane sigils. To the trained eye — DC 14 Intelligence (Arcana or Religion) — these sigils clearly reveal the undead nature of the tomb maiden, but also ward the undead energies within. These tomb maidens use the standard stat block below, but also have turn resistance, gaining advantage on saving throws against any effect which turns the undead.

TOMB MAIDEN

Large Undead, lawful evil


Armor Class 18

Hit Points 114 (12d10+48)

Speed 30 ft.


STR 22 (+6), DEX 14 (+2), CON 18 (+4), INT 8 (-1), WIS 12 (+1), CHA 10 (+0)


Skills Perception +4, Stealth +5

Resistances Bludgeoning, Necrotic

Damage Immunities Fire, Poison

Condition Immunities Exhaustion, Poisoned

Senses Darkvision 60 ft., passive Perception 14

Languages Understands the languages it spoke in life but cannot speak

Challenge 6 (2,300)

Proficiency Bonus +3


Construct Healing. Mending and other spells which can repair a magic item or construct can heal a tomb maiden.


ACTIONS

Multiattack. The tomb maiden makes two attacks with Bladed Arm or Slam in any combination.

Huge Halberd. Melee Attack Roll: +9, reach 10 ft. Hit: 17 (2d10+6) slashing damage.

Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (1d10+6) bludgeoning damage.


REACTIONS

Maiden’s Spikes. When an opponent within 5 ft. makes a melee attack targeting the tomb maiden, the tomb maiden can invert its spikes, causing them to spasm out. (When the spikes snap back into place, the spectral scream of anguish from the spirit within can be heard.) Melee Attack Roll: +9, reach 5 ft. Hit: 15 (2d8+6) piercing damage.


Tomb Maidens appear in The Vladaam Affair.

DISCUSSING
In the Shadow of the Spire – Session 48D: Alchestrin’s Mural

Through the last arch leading out of the hall they headed down a narrowed hallway. At its end – perhaps a hundred feet or so further on – they could see a huge bas relief depicting a wolf’s skull that took up the entire wall. But before they reached the bas relief, they came to a pair of facing doorways.

Passing through one of these they found themselves in a semi-circular chamber. The far, curved wall of the place was covered in an immense, detailed mural. Although the paint was faded and chipped here and there, it was still impressive in its scope and artisanship. Ranthir, in particular, was fascinated by it. And while the others kept a nervous guard in the hall, he studied it in detail.

The full perusal of its contents made them suspicious of Lord Zavere again. If the man depicted in the mural had fought against Ghul the Skull-King, why had the crystal of Castle Shard attacked him?

I’m not a visual artist.

My sketches are crude and even my mini-painting is rudimentary at best.

But the world, of course, is filled with art. I want that reflected in my campaign worlds. Art is a tangible expression of both culture and individual personality. It’s a powerful tool for setting the scene and creating a palpable sense of place. You can use it to reinforce themes. The cracked cup with the finger-painting of a swan can tell the story of a character and a tapestry can capture the tale of an entire nation.

Nor is it limited to the halls of the rich. I’m reminded of the painting from the dilapidated Spouter-Inn in Moby-Dick:

On one side hung a very large oil painting so thoroughly besmoked, and every way defaced, that in the unequal crosslights by which you viewed it, it was only by diligent study and a series of systematic visits to it, and careful inquiry of the neighbors, that you could any way arrive at an understanding of its purpose. Such unaccountable masses of shades and shadows, that at first you almost thought some ambitious young artist, in the time of the New England hags, had endeavored to delineate chaos bewitched. But by dint of much and earnest contemplation, and oft repeated ponderings, and especially by throwing open the little window towards the back of the entry, you at last come to the conclusion that such an idea, however wild, might not be altogether unwarranted.

But what most puzzled and confounded you was a long, limber, portentous, black mass of something hovering in the centre of the picture over three blue, dim, perpendicular lines floating in a nameless yeast. A boggy, soggy, squitchy picture truly, enough to drive a nervous man distracted. Yet was there a sort of indefinite, half-attained, unimaginable sublimity about it that fairly froze you to it, till you involuntarily took an oath with yourself to find out what that marvellous painting meant. Ever and anon a bright, but, alas, deceptive idea would dart you through.—It’s the Black Sea in a midnight gale.—It’s the unnatural combat of the four primal elements.—It’s a blasted heath.—It’s a Hyperborean winter scene.—It’s the breaking-up of the icebound stream of Time. But at last all these fancies yielded to that one portentous something in the picture’s midst. That once found out, and all the rest were plain. But stop; does it not bear a faint resemblance to a gigantic fish? even the great leviathan himself?

In fact, the artist’s design seemed this: a final theory of my own, partly based upon the aggregated opinions of many aged persons with whom I conversed upon the subject. The picture represents a Cape-Horner in a great hurricane; the half-foundered ship weltering there with its three dismantled masts alone visible; and an exasperated whale, purposing to spring clean over the craft, is in the enormous act of impaling himself upon the three mast-heads.

That’s more florid than a description I would attempt at the gaming table. Yet the intention and effect is the same.

But art is more than just set dressing. It encodes exposition into the environment, rewarding exploration, study, and attention to detail. It can peel back the layers of history in a moldering ruin. (Sometimes literally as ancient murals peek through cracking plaster.) And it can also conceal DaVinci Code-style secret lore.

Again, though, I’m not an artist. So how can I incorporate this kind of stuff into my campaign?

One option is to coopt existing graphical resources: RPG sourcebooks, stock art, and online image searches can all give you stuff to work from.

(If you’ve created a fictional piece of art, of course, it can be difficult to find an existing piece that matches it. But if you reverse the creative process — look for cool art and use it to inspire the other aspects of the adventure — it can be a lot easier.)

As you can see in the current session, however, I’ll also evoke art through text by preparing art handouts. In practice, these are very similar to lore books.

Obviously this is not appropriate for every piece of art, but I find them particularly effective for murals, tapestries, triptychs and the like. If you’re embedding clues in the art, the handout gives the players a physical reminder and reference. You can reward skill checks by giving the player the handout to share with the group, empowering them to roleplay the voice of expertise discussing the artwork.

Another tip is to include evocative visual snippets in the handout. This is great when you find an image that feels right, but can’t encompass the whole. I often do this with collections, for example: I have one image of a statue in the right style and with the appropriate subject, but there are twenty statues in the collection. I can include the image to evoke the look of the statues, while describing the full collection in the handout.

Campaign Journal: Session 49A – Running the Campaign: TBD
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 48D: ALCHESTRIN’S MURAL

January 9th, 2010
The 26th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Through the last arch leading out of the hall they headed down a narrowed hallway. At its end – perhaps a hundred feet or so further on – they could see a huge bas relief depicting a wolf’s skull that took up the entire wall. But before they reached the bas relief, they came to a pair of facing doorways.

Passing through one of these they found themselves in a semi-circular chamber. The far, curved wall of the place was covered in an immense, detailed mural. Although the paint was faded and chipped here and there, it was still impressive in its scope and artisanship. Ranthir, in particular, was fascinated by it. And while the others kept a nervous guard in the hall, he spent the next twenty minutes studying it in detail.

ALCHESTRIN’S MURAL

This mural appears to depict – in juxtaposition – a series of events of either historical or mythological character.

FIRST SEQUENCE: Two magi are shown casting a powerful ritual creating a vortex of energy.

SECOND SEQUENCE: The magi are shown bowing down before a huge, purple crystal that juts up out of the ground.

THIRD SEQUENCE: A great castle has been built around the crystal and a great city has risen up around the castle.

THE GREAT SPIRE OF PTOLUS

FOURTH SEQUENCE: Divided from the third sequence by a depiction of the Spire. The crystal, castle, and city remain – but now the tableau is littered with corpses. A single figure is shown with her hand raised to the crystal, a lance of purple energy connecting the two.

FIFTH SEQUENCE: The castle and crystal have disappeared. The city is in ruins and fallen into darkness.

THE CRYSTAL AMONG STARS

SIXTH SEQUENCE: Divided from the fifth sequence by a depiction of the purple crystal set against a backdrop of faded stars. A skull-faced figure is shown standing before the Spire, leading a great army of malformity.

SEVENTH SEQUENCE: A smaller number of malformities, led by a black serpent which walks like a man, stands upon the plain before the Spire. They surround a huge machine of twisted metal.

EIGHTH SEQUENCE: The castle seen before, enshrouded by coruscating beams of black energy emanating from the machinery, is seen before the Spire.

THE CRYSTAL AMONG ENEMIES

NINTH SEQUENCE: Separated from the eighth sequence by another depiction of the crystal, this one sending out lancing beams of energy which strike the malformities from the seventh sequence. The ninth sequence shows a young boy laying his hand upon the side of the quiescent crystal.

TENTH SEQUENCE: The boy, bathed in the soothing light of the crystal, is shown coming of age in a series of sequential images arrayed around the crystal. This culminates, at the top of the sequence, with a figure of the boy-turned-man – his arms outstretched to the heavens – above the crystal itself.

ELEVENTH SEQUENCE: The man is shown locked in arcane battle with the skull-faced figure.

THE MAN AND THE SPIRE

TWELFTH SEQUENCE: Separated from the eleventh sequence by a depiction of the Spire with the man – seemingly grown to the same gargantuan proportions as the Spire – laying his hands upon it as if he would rip it from the earth. The man is shown still locked in arcane battle with the skull-faced figure, but now the crystal has appeared behind him and sends a beam of energy lancing into his back – the man writhes in pain.

THIRTEENTH SEQUENCE: The man, shown bleeding and clutching at his side, is shown retreating into a great hole in the earth at the foot of the Spire.

The final image of the mural is a depiction of Alchestrin’s seal, as shown on the iron plug above, along with the same inscription.

ALCHESTRIN’S SEAL

Alchestrin's Seal

 

The full perusal of its contents made them suspicious of Lord Zavere again. If the man depicted in the mural had fought against Ghul the Skull-King, why had the crystal of Castle Shard attacked him?

“I’m going to be pissed if it turns out we’ve been feeding information to Ghul’s heir or the Banelord reincarnate for the past month.”

But Ranthir pointed out that, if Castle Shard were villainous, then Lord Zavere wasn’t likely to send them to the place where they would discover his villainy. “Didn’t he say something about Alchestrin leaving Castle Shard under a cloud of suspicion?”

“That’s true,” Tee said. “It’s not like the mural in the evil tomb isn’t going to be biased.”

“Then why would he send us here?” Elestra asked.

Tee shrugged. If Zavere was 900 years old, trying to sense his motives was a waste of time.

But something else about the mural had captured Tor’s attention. “Has anyone gone to the top of the Spire? What’s up there?”

“Jevicca told us that Jabel Shammar – the citadel of the Banelord – remains intact up there,” Tee said. “That’s more than I had ever heard before. But everyone who grows up in Ptolus knows the stories of the people who have tried to fly up there.”

“What happened to them?” Tor asked.

“They don’t come back,” Elestra said.

THE GOLEM DOOR

The mural had proven informative, so they decided to check out the bas relief. But as they drew near, they were somewhat terrified to see the entire sculpture come suddenly to life.

“WHAT BUSINESS WOULD YOU HAVE HERE?”

Ranthir was fascinated. “You speak modern Arathian. That’s fascinating…”

Tee, who also spoke Arathian, addressed the wolf-skull directly. “We come for the knowledge of Alchestrin.”

“THEN YOU MAY PASS.”

And the mouth of the golem door gaped wide, revealing a broad stone stairway on the other side. After a moment of hesitation, Tee nervously agreed to go through. And, after some confused deliberation, Tor and Nasira went with her. (A meat-shield and a healer. Everything was fine.)

The stairs twisted down fifty feet or so before bottoming out before another door of iron. Unlocking this door and swinging it wide, they looked down a long, wide hall of finely-fitted stone – the work of meticulous craftsmen, although the age of the work was clearly immense. There were scorch marks, broken sword blades, and the like littering the length of the hall, which disappeared into a deep gloom beyond the reach of their lights. But at the very edge of their sight, they could see a pair of facing doors.

Tor shook his head. “This place is huge.”

Running the Campaign: Art Handouts – Campaign Journal: Session 49A
In the Shadow of the Spire: Index

Much like the word “immersion,” the term “trad RPG” is one that I’ve lately seen confusing conversations more than illuminating them.

The key thing to understand is that “trad RPG” comes from at least three different places, all of them using it to mean different things.

First, storytelling games use it to mean roleplaying games. This arose because STGs – games primarily focused on narrative control mechanics instead of character-associated mechanics – referred to themselves as RPGs, but also knew that they were something different, and wanted (or needed) a term to describe all of the existing RPGs.

Then the Old School Renaissance used “trad RPG” to mean old school play — i.e., the traditional form of play which existed before various “new schools” of play. (With the OSR generally defining the first of these “new schools” as the linear-narrative play that came to domination RPG adventure design post-Dragonlance.)

Most recently, an essay called the Six Cultures of Play defined “trad RPG” as the linear-narrative play championed by Tracy and Laura Hickman in, among other things, Dragonlance. This article was notable for looking at the RPG hobby in terms of cultural behavior rather than mechanical or adventure design. It was filled with severe historical inaccuracies, but, unfortunately, this has not prevented it from being quite popular in online discussions.

And now you can probably spot the problem: You’ve got one group using “trad RPG” to mean pre-Dragonlance play and another group using it to mean post-Dragonlance play. So now “trad RPG” means literally the opposite of itself.

But it gets even more confusing! In response to the use of trad RPG to mean “Dragonlance-style gaming” some segments of the OSR now use it to mean “not the OSR,” which means they also include STGs in “trad” play.

Which means trad RPG now means:

  • old school, pre-Dragonlance styles of play
  • post-Dragonlance linear-narrative styles of play
  • storytelling games
  • not storytelling games

So, ultimately, what does “trad RPG” or “traditional RPG” mean?

Nothing.

It’s a term that I’ve used in the past, but one that I generally try to avoid using now. It’s unfortunate because it was a useful term and I haven’t found a reliable replacement, but the reality is that using the term now — no matter how you choose to use it — means that a pretty good chunk of people will end up thinking you meant the exact opposite of whatever you meant. The result, of course, is confusion and needless arguments.

Although, to be fair, what could be more traditional about RPG discussions than that?

 

Miskatonic University Podcast

On this episode Miskatonic University Podcast, Keepers Dave & Bridgett interview Justin Alexander on the Three Clue Rule and designing mysteries in gaming!

LISTEN NOW!

 

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