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.











I really like the concept on a background level, as the idea of a kind of vestal being sacrificed to serve as an anchorite-guardian watching over a sacred site is a very strong image.
That said, I have to say that the stat block doesn’t do the concept justice. The strong backstory isn’t conveyed through the abilities, and the players will only be told about it rather than show – to them it will just feel like some kind of construct/golem creature, not even a particularily interesting one at that due to a lack of abilities that could carry an encounter for the duration it takes to hack through an AC of 18 and 114 hit points.
There’s definitely much more potential to express the creature’s identity through its abilities. As it stands, a quick downscaled fusion of, i dont know, an iron golem and a banshee (just spitballing) would already get much closer to the great image evoked by the concept.
I was also super excited after reading the description but felt like the reaction’s flavor (scream as it comes back) was the only part that really evoked the flavor. Still very serviceable, but I think there’s a layer missing here with grappling or attempting to trap or something.
Minor typo: The Multiattack action mentions a “Bladed Arm” attack that isn’t listed anywhere else on the statblock.