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.

Crypt Thing CR 5

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).


Environment underground
Organization solitary
Treasure standard

Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.

A crypt thing never initiates combat. It is content to sit (or stand) in its assigned area so long as intruders do not disturb it or anything in the assigned area. At the first sign of disturbance however, a crypt thing springs to life. Its first order of business is to attempt to remove the interlopers from its assigned area by using its teleport other attack. Opponents that successfully resist are attacked by the crypt thing that uses its claws to rake and slash its foes.

A crypt thing’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.


Crypt Guardian There exists in some parts of the world (and perhaps only truly in legend; sages aren’t sure) a variant of the crypt thing known as a crypt guardian. This variant has all the same abilities and powers as a normal crypt thing, with the following changes. The variant does not possess the teleport other ability. Instead, it possesses an ability known as cloak other.

Cloak Other (Su)

Once per day as a standard action, a crypt guardian can simultaneously paralyze and turn invisible all creatures within 50 feet. An affected creature can make a DC 20 Will save to negate the effects (only one save is required; if it succeeds, both effects are negated). The save DC is Charisma-based and includes a +2 racial bonus. Affected creatures remain paralyzed and invisible for 2d4 days. A new save is allowed each day until the effects are broken, dispelled, or the duration ends.

New Spell

Create crypt thing

Section 15: Copyright Notice

Crypt Thing from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger Musson.

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