Crypt
Thing

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Clima/Terreno |
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Frequ�ncia |
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| Organiza��o |
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| Ciclo de atividade |
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| Dieta |
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| Intelig�ncia |
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| Tesouro |
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| Alinhamento |
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| N�mero encontrado |
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| Armor Class |
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| Movimento |
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| Dados de vida |
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| Thaco |
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| N�m. de ataques |
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| Dano/ataque |
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| Ataque especial |
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| Defesa Especial |
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| Resist�ncia a magia |
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| Tamanho |
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| Moral |
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| Valor de XP |
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Crypt things are strange undead creatures that sometimes guard tombs, graves,
and corpses. There are two types of crypt things -- ancestral and summoned. The
former type are "natural" creatures, while the others are called into
existence by a wizard or priest of at least 14th level.
A crypt thing looks like nothing more than an animated skeleton, save that it is
always clothed in a flowing robe of brown or black. Each eye socket is lit by a
fierce, red pinpoint of light that is almost hypnotic in its intensity.
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.
A crypt thing's first line of defense is a powerful variety of teleportation,
which it can cast once on any given group of adventurers. Each of those attacked
with this spell must roll a successful saving throw vs. spell or be instantly
transported away from the crypt. DMs should use the following table as a
guideline, rolling 1d100 for each person who fails the saving throw, but they
are free to use their own judgment as well:
| 01-20 |
1d10 x 100' north |
| 21-40 |
1d10 x 100' east |
| 41-60 |
1d10 x 100' west |
| 61-80 |
1d10 x 100' south |
| 81-90 |
1 dungeon level up |
| 91-00 |
1 dungeon level down |
Those teleported by the crypt thing 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 fall to their deaths.
Once it has employed this power, a crypt thing attacks by clawing with its
skeletal hands for 1d8 points of damage.
A crypt thing can be hit only by magical weapons.
Like all undead, crypt things are immune to certain spells. It is impossible to
employ a charm, hold, or sleep spell against a crypt thing with
any chance of success. Crypt things are harmed by holy water or holy symbols, as
are many undead creatures. The magic that roots them to their lairs is so
powerful, in fact, that it also eliminates any chance for priests or paladins to
turn them.
Habitat/Society: Crypt things are not
a natural part of our world; they have no organized society or culture. They are
found wherever tombs and crypts are located.
The most common crypt thing is the summoned variety. By use of a 7th-level spell
(see below), any caster capable of employing necromantic spells can create a
crypt thing.
Ancestral crypt things are the raised spirits of the dead that have returned to
guard the tombs of their descendants. This happens only in rare cases
(determined by the DM).
Ecology: The crypt thing is not a
being of this world and, thus, has no proper ecological niche. It is rumored
that the powdered marrow from a crypt thing's bones can be used to create a potion
of undead control. In addition, anyone who employs the bones of a crypt
thing to manufacture a set of pipes of haunting is 80% likely to create a
magical item that imposes a -2 penalty to its victims' saving throws and has
double normal effectiveness if the saving throws fail.
Create Crypt Thing
7th-level Wizard or Priest spell (necromantic)
(Reversible)
| Range: Touch |
Casting Time: 1 round |
| Components: V,S |
Area of Effect: 1 corpse |
| Duration: Permanent |
Saving Throw: None |
This spell enables the caster to cause a single dead body to animate and assume
the status of a crypt thing. This spell can be cast only in the tomb or grave
area 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 the crypt thing before this is done fail
for any magic short of a wish.
The reverse of this spell, destroy crypt thing, utterly annihilates any
one such being as soon as it is touched by the caster. The target is allowed a
saving throw vs. death magic to avoid destruction
