Crypt Thing
Crypt things are undead creatures found guarding tombs, graves, and crypts. Necromancers and other spellcasters create them to guard such areas, and the crypt things never leave their appointed lairs, even to pursue enemies. Their warded area may be a single room or passage, an entire grave complex, or even a city-sized necropolis. Though naturally solitary, multiple crypt things may guard a common area, often in conjunction with constructs or other undead.
A crypt thing only initiates combat if it is attacked or if the object or crypt it is guarding is touched or entered. Until this condition is met, a crypt thing is content to remain motionless—it may even answer questions or otherwise interact with visitors if its master has directed it to do so. Rumors exist of variant crypt things that do not teleport their foes, but instead paralyze opponents and turn them invisible, leaving victims to helplessly watch their allies being torn apart by the angry guardian.
A 15th-level spellcaster can create a crypt thing using create undead. The spell also requires the creator or an assistant to be able to cast teleport, greater teleport, or word of recall (or provide this magic from a scroll or other source).
- HP
- 52 (8d8+16)
- AC
- 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
- Speed
- 30 ft.
- Init
- +6
- Melee
- 2 claws +10 (1d8+4)
- BAB
- +6
- CMB
- +10
- CMD
- 23
- Fort
- +4
- Ref
- +6
- Will
- +8
- DR
- 10/bludgeoning or magic
teleporting burst
Bluff +6, Intimidate +13, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +3, Perception +15, Sense Motive +15, Stealth +9
3/day-quickened dimension door
- Type
- Undead
- Alignment
- NE
- Size
- Medium
- Environment
- any underground
- Senses
- darkvision 60 ft., low-light vision; Perception +15
- Languages
- Common
- Source
- Bestiary 2
Loading references...