Crypt-Thing
Crypt-Thing | |
---|---|
Climate/Terrain | Any |
% in Lair | 100% |
Frequency | Rare |
Organisation | Solitary |
Activity Cycle | Any |
Diet | Nil |
Intelligence | Very (13) |
Alignment | Neutral |
Languages | Any One |
No. Appearing | 1 |
Armour Class | 10 |
Hit-Points | 6 |
Stamina | ? |
Thresholds | ?, ?, 0 |
Movement | 30 |
No. of Attacks | 1 |
Attack/Damage | 1d4 (claws) |
Special Attack | See Below |
Special Defences | See Below |
Magic Resistance | See Below |
Size | M (4-6 ft. tall) |
Morale | Fanatic (17) |
Treasure | ? |
XP Value | 76 |
Undead beings which sometimes guard tombs, graves, and catacombs.
Combat
A crypt thing exists only to protect the bodies of those who have been laid to rest in its lair. It acts only to defend its crypt. Should grave robbers or vandals seek to enter and profane the sanctity of its tomb, the crypt thing becomes instantly animated.
Crypt-things are immune to all sleep, charm, and hold spells, along with any cold-based attacks. Non-magical weapons deal but half-damage. Holy water inflicts 2d4 damage per vial. A silver-cross, if placed around the crypt-thing's neck, negates its magical powers.
Spells
Can cast each spell once daily:
- Mote of Flame: Create a mote of fire and hurl it at a target within range. Make an attack roll with +2. On a hit, the target suffers 1d10+4 fire damage and, if it is especially flammable, is lit ablaze, taking an additional 1d4 fire damage every turn for up to a minute unless put out as an action.
- Sap Strength:Drain a creaturewithin 60 feet of their energy. The target must make a save against spell. On a failed save, that creature loses 3d4 stamina, or half as much on a successful save.
- Weaken Will:A creature within 60 ft. is overcome with doubt and helplessness. The target makes a save against spell. On a failed save, that creature gets a -20% maximum stamina penalty until the spell ends, at which point the target regains half of any stamina lost in the initial casting of this spell.
- Blighting Touch:Reach out and brush a creature with a cold, dead hand. Make an attack roll with +2. On a hit, the target suffers 2d10+2 necrotic damage.
- Lesser Illusion:Create an illusion, either a visual illusion of an object, creature, or some other visual phenomenon that fits within a 15 foot cube or an auditory illusion of some kind, such as whispers or words coming from somewhere in the room. Can move the illusion to another point within range.
- Animate Dead:Summon 1d4 skeletons.
Habitat/Society
TBA
Ecology
TBA
Saving Throws
Save | Crypt-Thing |
---|---|
Death and Poison | Imm. |
Rod, Staff, or Wand | 12 |
Paralysis/Petrification | Imm. |
Breath Weapon | 14 |
Spell | 12 |