The Crypt Thing 5E Style

Crypt Thing

Armor Class 12
Hit Points 58
Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 15 (+2) 13 (+1) 11 (+0)

Skills Perception +3, Survival +3
Senses passive Perception 13
Languages Elvish, Sylvan, Common
Challenge 2 (450 XP)

A pale, solitary skeletal being which always wears a brown, hooded robe, the crypt thing stays in its lair permanently (at least, none have been encountered elsewhere) and will not attack if it is left undisturbed. 

When something is disturbed, the Crypt thing will do one of the following things and the characters get a save vs the spell:

  1. Teleport the party and allow them re-appear in separate places in the dungeon, or crypt, normally anywhere from 100 to 1000 feet away, but not in solid objects. They will always land safely on the ground somewhere (hey it could be in the middle of another nest of a creature!)
  2. Paralysis the party so they can’t move.
  3. Make everyone invisible.
 
The DM can decide here what “disturbed” can be and it could be (we’ve all used this) that the characters touch a magic item or some type of treasure in the room. 
The crypt thing can communicate in the neutral tongue, but if it is questioned on the disappearance of some members of a party, it will not reveal its power but will instead maintain they have been disintegrated. 
The Crypt thing will never attack, but only defend itself with a sword and try to damage the character enough that they can attempt to use the teleport spell again.
They do not feed on victims, however. Their aim appears to be solely that of obtaining pleasure by creating confusion and dissent. 

 

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