A pale, solitary skeletal being which always wears a brown, hooded robe, the crypt thing stays in its lair permanently (at least, none have been encountered elsewhere) and will not attack if it is left undisturbed.
Its special power is its unfailing ability to cast an improved form of a teleportation spell on a party.
Its special power is its unfailing ability to cast an improved form of a teleportation spell on a party.
Medium undead, neutral evil
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Hit Points 18 (4d8 + 4)
Speed 30 ft.
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Str Dex Con Int Wis Cha
14 (+2) 13 (+1) 16 (+3) 11 (+0) 10 (+0) 9 (-1)
14 (+2) 13 (+1) 16 (+3) 11 (+0) 10 (+0) 9 (-1)
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Damage Resistance bludgeoning, piercing, and slashing damage from non-magical weapons
Damage Immunities poison
Condition Immunities exhaustion, poison
Damage Resistance bludgeoning, piercing, and slashing damage from non-magical weapons
Damage Immunities poison
Condition Immunities exhaustion, poison
Senses darkvision 90 ft., passive Perception 9
Languages common
Challenge 1 (100 XP)
Challenge 1 (100 XP)
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Patient. A crypt thing will not attack if it is left undisturbed.
Patient. A crypt thing will not attack if it is left undisturbed.
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Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage.
Banish (Recharge 6). As an action, the crypt thing attempts to teleport each creature within 30' in a random direction. The targets must make DC 13 Constitution saving throws or be teleported 1000'. Roll a d6 for each target to determine the direction they are teleported: A roll of 1 is north, 2 is east, 3 is south, 4 is west, 5 is one dungeon level above their current location, or a 6 is one dungeon level below their current level.
If any of the targets would arrive in a place already occupied by an object or a creature, the target will take 4d6 force damage.
If any of the targets would arrive in a place already occupied by an object or a creature, the target will take 4d6 force damage.
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