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Crypt Thing

Challenge
Terrain
str
19
dex
14
con
15
int
13
wis
14
cha
15

AC 17 (chain shirt, crypt shield)

HP 52 (8d8+16; bloodied 26)

Speed 30 ft.


Proficiency +3; Maneuver DC 15

Saving Throws Dex +5, Wis +5, Int +4

Skills History +4 (+1d4), Insight +5 (+1d4), Perception +5 (+1d4), Stealth +5 (+1d4)

Damage Resistances cold, lightning, necrotic; bludgeoning

Damage Immunities poison

Condition Immunities charmed, fatigue, frightened, paralyzed, poisoned, strife

Senses darkvision 60 ft., passive Perception 17

Languages Common


Crypt Armaments. When the crypt thing is destroyed, its armor and weapons crumble to dust. If the crypt thing is disarmed of its crypt blade or shield, at the start of its turn it can summon its armaments back into its hands.

Fear Aura. Any creature hostile to the crypt thing that starts its turn within 20 feet of the crypt thing must make a DC 13 Wisdom saving throw , unless the crypt thing is incapacitated . On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the crypt thing’s Fear Aura for the next 24 hours.

Innate Spellcasting. The crypt thing’s innate spellcasting ability is Charisma. It can innately cast the following spells.

At will: misty step

3/day: quickened dimension door

Turn Resistance. The crypt thing has advantage on saving throws against any effect that turns undead.


ACTIONS

Multiattack. The crypt thing attacks twice with its crypt blade.

Crypt Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Teleporting Burst (1/Day). Every creature the crypt thing can see within 50 feet makes a DC 13 Wisdom saving throw . On a failed save, a creature is teleported to a randomly determined location 20 feet away (rolling 1d8 for the direction). A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature teleports as far as possible instead.


BONUS ACTIONS

Dimension Door (4th-Level; V). The crypt thing teleports to a location within 500 feet. It can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space, it takes 14 (4d6) force damage, and the spell fails.

Misty Step (2nd-Level; V). The crypt thing teleports to an unoccupied space it can see within 30 feet. It can’t cast this spell and a 1st-level or higher spell on the same turn.

Description

A crypt thing is the amalgamation of stolen elf bones and the defilement of their burial grounds, nearly resembling a corpse pulling itself free from the ground mixed with wood, dirt, and stone—like an animated gravesite blown apart and reassembled. Clawing bony hands, splintered bits of casket for armor, and cracked slabs of tombstone embedded in its ribcage make this creature into a horrific shambling mass of death and decay.

These amalgamates are rumored to be the product of a dark ritual conducted by shadow elves long ago. The heinous act begins with exhuming the ancient bones of a long-dead elf along with pieces of their grave (including any baubles or finery they were buried with) which are then replanted and cursed using practices of necromancy (in this case via the Cult Primordial). This defilement of their final resting place corrupts the elf’s soul, fusing and reanimating the two into a crypt thing that attacks anything that comes near to protect itself from further desecration. Only by killing the monster can its curse be broken and the elf’s soul set free.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.