CRYPT THING
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Medium-Size Undead |
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Hit Dice: 6d12 (39 hp) |
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Initiative: +6 (+2 Dex, +4 Improved
Initiative) |
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Speed: 30 ft |
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AC: 17 (+2 Dex, +5 natural) |
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Attacks: Claw +4 melee |
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Damage: Claw 1d6+1 |
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Face/Reach: 5 ft by 5 ft/5 ft |
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Special Attacks: Teleport other |
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Special Qualities: Undead, darkvision 60 ft, damage
reduction 10/+1, turn resistance +4 |
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Saves: Fort +2, Ref +4, Will +7 |
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Abilities: Str 12, Dex 14, Con –, Int 12,
Wis 14, Cha 15 |
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Skills: Bluff +8, Intimidate +7, Listen
+12, Move Silently +8, Search +6, Sense Motive +9, Spot +13 |
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Feats:
Alertness, Improved Initiative |
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Climate/Terrain: Any underground |
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Organization: Solitary |
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Treasure: Standard |
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Alignment: Always neutral |
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Advancement: 7-13 HD (Medium-size); 14-18 HD
(Large) |
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Crypt things are undead creatures
that are found guarding tombs, graves, corpses, and crypts. |
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A crypt thing appears as a skeleton wearing a brown or black hooded
robe. Its eyes appear as
small, red pinpoints of light. If left undisturbed the crypt thing will
not attack. |
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A crypt thing, despite its undead status, can speak Common. |
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COMBAT
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A crypt thing will avoid combat if possible by using its
teleport other ability. If any creature succeeds at its Will save, the
crypt thing will attack with its claws. |
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Teleport Other (Sp): All creatures within a 50-foot range that fail a Will save
(DC 17) are teleported in a random direction (roll 1d4; 1-north, 2-south,
3-east, 4-west) and a random distance (1d10 x 100 feet) away from the
crypt thing. Roll randomly for each creature that fails its save. A
teleported creature never arrives in solid material and will arrive in the
closest open space available, if the target spot is solid; however,
victims need not arrive at floor level. |
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A creature that succeeds at its save is unaffected by that crypt
thing’s teleport other ability for one day. |
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Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from massive damage. |
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The Crypt Thing first appeared in
the Fiend Folio (1981). |
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Variant Crypt Thing
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There exists, in some parts of
the world (and maybe only truly in legend) a variant of the crypt thing.
This variant has all the same abilities and powers as a normal crypt thing
with the following changes. |
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The variant does not possess the Teleport Other ability. Instead it
possesses an ability known as Cloak Other. |
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Cloak Other (Sp): All creatures within a 50-foot range that
fail a Will save (DC 17) are simultaneously paralyzed and turned invisible.
Those affected will remain so for 2d4 days before the effects wear off. |
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A creature that succeeds at its
save is unaffected by the crypt thing’s cloak other ability for one day. |
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Create Crypt Thing |
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Necromancy [Evil] |
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Level: Clr 7, Death 8, Sor/Wiz 7 |
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Components: V, S, M |
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Casting Time: 1 hour |
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Range: Close (25 ft. +5 ft./2 levels) |
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Target: One corpse |
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Duration: Instantaneous |
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Saving Throw: None |
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Spell Resistance: No |
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You may create a crypt thing with
this spell. This spell must
be cast in the tomb, grave, or corpse that the crypt thing is assigned to
protect. |
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A crypt thing can be created only from a mostly intact corpse or
skeleton. The corpse must have bones (so no oozes, worms, or the like). If
a crypt thing is made from a corpse, the flesh falls from the bones. The
statistics for the crypt thing depend on its size; they do not depend on
what abilities the creature may have had while alive. Only one crypt thing
is created with this spell and it will remain in the tomb where it was
created until destroyed. |
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Material Component (for Crypt Thing): A black pearl gem worth at least
300 gp. The gem is placed inside the mouth of the corpse. Once animated
into a crypt thing, the gem is destroyed. |