Crypt Thing
Level 18 TrapXP 2000

Detect automatic

Initiative +10

HP 100

AC 30, Fortitude 30, Reflex 25, Will -

Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage

Standard Actions

False Disintegrate (illusion) At-Will

Attack: Ranged 5 (one creature); +21 vs. Will

Hit: The target is stunned and invisible (save ends both).

Baleful Teleport (force, teleportation) Recharge

Attack: Ranged 5 (one creature); +21 vs. Will

Hit: The crypt thing teleports the target 4d20 squares in a random direction. Roll a d6 to determine direction: 1, up; 2, down; 3, north; 4, south; 5, east; 6, west. The crypt thing does not need line of sight to the destination space. If that space is occupied or is blocking terrain, the target takes 20 force damage and is thrust into the nearest unoccupied space. If the target is teleported into open air, it falls. The target does not get a saving throw to negate the teleportation.

Triggered Actions

Claw At-Will

Trigger: A creature adjacent to the crypt thing attacks it.

Attack (Immediate Reaction): Melee 1 (triggering creature); +23 vs. AC

Hit: 4d8 + 8 damage.

Effect: The crypt thing can push the target 1 square.


Disable: Arcana or Religion DC 32. Allies can use Arcana, Religion, or Thievery to aid the Arcana or Religion check, using the aid another action. Failure (27 or less): The crypt thing recharges baleful teleport and uses it as a free action.

Trace: Arcana DC 32. Success: The character discovers the destination space of a creature hit by either of the crypt thing’s standard action attacks.

Negotiate: Diplomacy DC 32 (standard action). Success: The crypt thing truthfully answers one question about the room it occupies, what it guards, and about its nature. If asked about one of its victims, it insists the creature was disintegrated.

Published in The Book of Vile Darkness, page(s) 2-35.