Armor Class
15
Hit Points
71
(15d10 + 15)
Speed
30 ft.
STR
16
(+3)
DEX
10
(+0)
CON
14
(+2)
INT
12
(+1)
WIS
15
(+2)
CHA
14
(+2)
Damage Immunities
Poison
Condition Immunities
Charmed, Exhaustion
Senses
Darkvision 60 ft., Passive Perception 11
Languages
--
Challenge
3 (700 XP)
Proficiency Bonus
+2
Actions
Multiattack. The crypt thing uses Claw twice
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 3) slashing damage.
Teleport Foes (1/Day). The crypt thing unleashes a wave of magic across creatures of its choice within 50’. Each creature must succeed on a DC 13 Cha save or be teleported 5d20’ in a random direction.
Crypt things look much like skeletons shrouded in a black robe. Powerful magic-users create crypt things to serve as guardians to their tombs or to protect special treasures. They never leave their designated tomb and never initiate combat unless they or their tombs are disturbed.
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