Crypt Thing
Medium-sized Undead
Hit Dice: 6d12 (39 hp’s)
Initiative: +4 (Improved Initiative feat)
Speed: 30ft
Armor Class: 17 (+7 natural)
Attacks: Claw +4
Damage: Claw 1d4+1
Face/Reach: 5ft x 5ft/ 5ft
Special Attacks: Teleport
Special Qualities: Damage Resistance 10/ +1, Undead, Darkvision (60ft)
Saves: Fort +2, Ref +2, Will +8
Abilities: Str 12, Dex 10, Con -, Int 12, Wis 12, Chr 12
Skills: Hide +7, Sense Motive +9, Move Silently +7, Scry +8, Search +7, Spot +7
Feats: Improved Initiative, Improved Unarmed Strike, Iron Will
Climate/Terrain: Any/Tomb or grave area
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral
Advancement Range: 6 HD (Medium)

See the 2nd Edition AD&D Monstrous Manual for more information.

Combat:
A crypt thing will only attack if it senses that intruders mean to profane the tomb under its protection.  If the intruders mean harm, it animates immediately and attacks.  It starts out by using its teleportation power to try and weed down the party and them claws at those remaining.

Teleport: Usable once on any given group of intruders.  Each member of the group attacked by this spell must pass a Will save (DC 18) or be instantly transported away from the crypt.  DM’s should use the below table only as a guideline, rolling 1d100 for each person who fails the saving throw, but are encouraged to use their own judgement:
01-20	1d10 x 100ft North	
21-40	1d10 x 100ft East	
41-60	1d10 x 100ft West	
61-80	1d10 x 100ft South	
81-90	1 dungeon level up	
91-00	1 dungeon level down	
Those teleported cannot materialize inside solid matter, but they do not necessarily arrive at floor level.  Particularly clever crypt things have been known to transport victims several hundred feet into the air or atop a vast chasm, leaving them to fal to their deaths.

Undead: Crypt things are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore all mind-influencing effects.  They are not subject to critical hits, subdual damage, ability damage or drain, or energy drain.  They are also immune to anything that requires a Fort save, unless it affects objects.  Crypt Things are not at risk of death from massive damage, but are instantly destroyed when reduced to 0 hit points or lower.  They cannot be raised.  Resurrection also does not work since crypt things are completely devoted to their charge.

Society:
See the 2nd Edition AD&D Monstrous Manual for more information.

Create Crypt Thing
Necromancy 
(Reversible)
Level: Clr 7, Sor 7/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Effect: 1 corpse
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell enables the caster to cause a single dead body to animate and assume the status of crypt thing.  This spell can be cast only in the tomb or grave are the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body.  Once animated, the crypt thing remains until destroyed.  Only one crypt thing may guard a given tomb.
	A successful dispel magic spell returns the crypt thing to its original unanimated state.  Attempts to restore crypt thing before this is done fail for any magic short of a wish.
	The reverse of this spell, destory crypt thing, utterly annihilates any one such being as soon as the caster touches it.  The target is allowed a Will save to avoid destruction.