Sunday, October 26, 2014

5E Crypt Thing

Crypt things was a monster in the original AD&D Fiend Folio.  It was one of those "Gotcha!" monsters that functioned more like a trap, teleporting unwary and foolish party members each in a different direction and distance.  That can spell certain death for a party that is separated from each other by a large distance.  Fortunately, the crypt thing can only do this once per party it encounters.  It is intelligent and can communicate to party members, but will be misleading, trying to convince those that make their saving throws that it has disintegrated those it teleported away.

For a DM, using this monster might be more of a headache, since after any PCs that are teleported are now split from the party and must find some way to get back to the rest of the group.  The DM must split his attention among the PCs who are separated and possibly lost in a dungeon, creating separate mapping and exploration issues.  It can mean certain death for the lone PC(s) trying to make their way out of a dangerous area or dungeon.
Medium undead, neutral
Armor Class: 12 (natural armor)
Hit Points: 62 (6d8+38)
Speed: 30 ft.
    STR         DEX       CON       INT        WIS       CHA
  10 (+0)     14 (+2)    15 (+2)   12 (+1)    10 (+0)     5 (-3)

Damage Immunities: poison, necrotic, non-magical weapons
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: any languages it knew in life.
Challenge 6 (2300 XP)
Teleport Others. The crypt thing can teleport all targets it can see unless a DC 12 Intelligence saving throw is made.  Each target that fails the saving throw is instantly teleported in a random direction and distance. This is determined individually per each target.  Targets never arrive in solid material and will arrive in the closest open space to the target spot.  The crypt thing may only use this power once per group of target it sees.
   Direction (1d8): 1= north, 2= northeast, 3= east, 4=southeast, 5=south, 6=southwest, 7=west, 8=northwest.   Distance = 1d100 x 100 feet.

 Claw. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 10 (1d8+6) piercing damage
This undead creature appears as a skeleton that wears a brown hooded robe.  Crypt things are created by powerful wizards to serve as guardians to their tombs to protect special treasures.  Crypt things never leave their designated tomb and never initiate combat.  If the tomb it guards is disturbed in any way, the crypt thing will teleport the intruders away from the tomb.  If the crypt thing is attacked by those who successfully save against being teleported, it will defend itself and attack with it's bony claw.


  1. I love this conversion! There's an old Dungeon Magazine adventure I have wanted to run, but I needed this critter as the final bad guy (Issue 53; Claarsh's Sepulchre). Thanks!!!

  2. I knew as soon as I read the entry in Fiend Folio that the crypt thing wasn't playable. It's not a wandering monster. It's not got frightening powers (without DM intervention). It's not even marked as evil (at least not in FF).

    Later I watched some Tales From The Crypt and realised - oh yeah, THAT's what this thing is. It's there for the start of the adventure, to teleport the party into the real story.

    The thing isn't a monster. It's a plot device.

  3. Holy smokes, I don't know who posted back in 2016, but I'm getting it for the same exact reason! I LOVE that adventure.