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Crypt Thing (3pp)

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
N Medium undead
Init +6; Senses darkvision 60 ft.; Perception +17


AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 56 (7d8+21)
Fort +5, Ref +4, Will +7
Defensive Abilities channel resistance +4; DR 10/magic; Immune undead traits


Speed 30 ft.
Melee 2 claws +7 (1d6+1)
Special Attacks teleport other (DC 20)


Str 12, Dex 14, Con —, Int 12, Wis 14, Cha 16
Base Atk +5; CMB +6; CMD 18
Feats Alertness, Improved InitiativeB, Skill Focus (Perception), Skill Focus (Sense Motive), Weapon Finesse
Skills Bluff +10, Intimidate +13, Knowledge (history) +8, Perception +17, Sense Motive +17
Languages Common


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).

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