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crypt thing

Adapted from Crypt Thing- d20PFSRD- https://www.d20pfsrd.com/bestiary/monster-listings/undead/crypt-thing/
Shreds of leathery flesh cling to this skeletal figure’s body, while twin motes of fiery light glow deep in its eye sockets.

Basic Information

Genetics and Reproduction

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).

Ecology and Habitats

A crypt thing only initiates a 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.

Biological Cycle

Crypt Things are undead

Undead


Name
Undead
Racial_traits

Features

An undead creature has the following features.
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • Good Will Saves.
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Traits

An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
  • No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
  • Darkvision 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.
Tags
SRD, Pathfinder, Creature Type
IsShared
1
Scientific Name
mortuus insomnia Quæsedes
Conservation Status
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.

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CR 5

Crypt Thing

NE M Undead
Initiative: +6 Senses: darkvision 60 ft., low-light vision; Perception +15

Shreds of leathery flesh cling to this skeletal figure’s body, while twin motes of fiery light glow deep in its eye sockets.

Defense

AC: 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
HP: 52 (8d8+16)
Fortitude: +4 Reflex: +6 Will: +8
Defensive Abilities: channel resistance +2 Immune: undead traits Aura: fear (10 ft., frightened for Rounds , Will DC 16 negates) DR: 10/bludgeoning or magic

Offense

Speed: 30ft
Melee: 2 claws +10 Slashing
Special Attacks: Teleporting Burst Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. The crypt thing can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.
Space: 5 ft Reach: 5ft
Spell-like Abilities: (CL 8th; concentration +10 )   3/day–quickened dimension door

Statistics

Str 19 , Dex 14 , Con -, Int 13 , Wis 14 , Cha 15 ,
Base Attack: BAB +6 CMB: +10 CMD: 23
Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes
Skills: Bluff +6 , Intimidate +13 , Knowledge (arcana) +6 , Knowledge (dungeoneering) +5 , Knowledge (history) +3 , Perception +15 , Sense Motive +15 , Stealth +9
Languages: Common

Ecology

Environment: any underground
Organization: solitary
Treasure: standard

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