Crypt Thing
A cloaked skeleton that guards its lair with teleportation magic
OSRIC
| Armor Class | 3 |
|---|---|
| Hit Dice | 6 |
| Number Encountered | 1 |
| Attacks | 1 |
| Damage | 1d8 |
| Move | 120-ft |
| Alignment | Neutral |
| Intelligence | Very |
| XP | 4/160+4/hp |
| Treasure Type | 1d3×1,000 cp (20%), 1d4×1,000 sp (25%), 1d4×1,000 ep (25%), 1d4×1,000 gp (30%), 1d6×100pp (30%), 10d6 gems (55%), 5d6 jewellery (50%), 3 magic items (50%) |
| Size | Man-sized |
| Frequency | Vary rare |
| Lair | 100% |
A crypt thing appears as a cloaked skeleton, but contrary to appearances, is not undead and cannot be turned. They reside in their lairs and never venture forth. A crypt thing will never attack first, they will always let the party attack before they do. If they are not molested they will leave the adventurers alone.
Crypt things speak common. If questioned about the disappearance of any comrades, they will say they were disintegrated.
Special Abilities
If they are attacked then they will respond by activating their teleport ability. All those attempting to attack must save vs spell or be instantly teleported in a random direction. Each individual who fails must roll d%. Those who roll 01-20 are teleported from 100 to 1,000-ft north. Those who roll 21-40 are teleported 100-1,000-ft south. Those who roll 41-60 are teleported 100-1,000-ft east. Those who roll 61-80 are teleported 100-1,000-ft west. Those who roll 81-90 are teleported one dungeon level up. Those who roll 91-00 are teleported one dungeon level down.
This is an advanced form of teleportation. Individuals will arrive safely, not in solid areas like floors or walls. Those who make their save can continue with their attack.