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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.

Crypt Thing CR 5

XP 1,600
NE Medium undead
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
Aura fear (10 ft., frightened for 1d4 rounds, Will DC 16 negates)

DEFENSE

AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
hp 52 (8d8+16)
Fort +4, Ref +6, Will +8
Defensive Abilities channel resistance +2; DR 10/bludgeoning or magic; Immune undead traits

OFFENSE

Speed 30 ft.
Melee 2 claws +10 (1d8+4)
Special Attacks teleporting burst
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 Atk +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

SPECIAL ABILITIES

Teleporting Burst (Su)

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.