Turn Immunity. The magic that roots them to their lairs is so powerful, in fact, the crypt thing is immune to effects that turn undead.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Teleport Others. A crypt thing's first line of defense is a powerful variety of teleportation, which it can cast once on any given group of adventurers. Each of those attacked with this spell must roll a successful DC 14 Intelligence save or be instantly transported away from the crypt. DMs should use the following table as a guideline, rolling 1d100 for each person who fails the saving throw, but they are free to use their own judgment as well:
- 01-20 ------- 1d10 x 100' North
- 21-40 ------- 1d10 x 100' East
- 41-60 ------- 1d10 x 100' West
- 61-80 ------- 1d10 x 100' South
- 81-90 ------- 1 Dungeon level up
- 91-00 ------- 1 Dungeon level down
Those teleported by the crypt thing cannot materialize inside solid matter, but they do not necessarily arrive at floor level. Particularly clever crypt things have been known to transport victims several hundred feet into the air or atop a vast chasm, leaving them to fall to their deaths.
Description
Crypt things are strange Undead Creatures that sometimes guard tombs, graves, and corpses. There are two types of crypt things --- Ancestral and Summoned. The former type are "Natural" Creatures, while the others are called into existence by a Wizard, Warlock, or Cleric (see the spell description for Create Crypt Thing).
A Crypt Thing looks like nothing more than an animated skeleton, save that it is always clothed in a flowing robe of brown or black. Each eye socket is lit by a fierce, red pinpoint of light that is almost hypnotic in its intensity.
Undead Nature. A crypt thing doesn’t require air, food, drink, or sleep.
Previous Versions
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7/12/2019 5:36:31 PM
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