A skeletal humanoid wearing a dark hooded robe sits in a high-backed chair before you. Its eyes appear as small pinpoints of reddish light. As you approach it, the creature raises a bony hand and points at you.
XP 1,600 DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) OFFENSE
Speed 30 ft. STATISTICS
Str 12, Dex 14, Con —, Int 12, Wis 14, Cha 16 SPECIAL ABILITIES
Claws (Ex)A crypt thing’s claws are treated as magic for the purpose of overcoming damage reduction. Teleport Other (Su)Once per day as a standard action, a crypt thing can teleport all creatures within 50 feet of it to a randomly determined location. An affected creature can attempt a DC 20 Will save to negate the effects. The save DC is Charisma-based and includes a +2 racial bonus. An affected creature is teleported in a random direction (roll 1d4: 1, north; 2, south; 3, east; 4, west) and a random distance (1d10 x 100 feet) away from the crypt thing. Roll randomly for each creature that fails its saving throw. A teleported creature arrives in the closest open space at the determined destination. A teleported creature can arrive in mid-air rather than on a solid surface, if the crypt thing wishes. A creature that arrives in mid-air takes falling damage when it contacts a solid surface (unless it has some means to prevent falling, such as the ability to fly, or a feather fall spell). | ![]() New Spell
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