| CRYPT THING
Crypt things are skeletal undead. They are usually encountered sitting or reclined, for they disdain physical combat. The danger a crypt thing presents is rather in the form of its ability to disperse the party widely throughout its lair. A crypt thing can deprive each character of the support and backup of his allies- a potentially lethal circumstance.
However, crypt things are generally not evil. Rather, they usually serve as guardians, dealing with intruders by teleporting them away, and some play riddle games or engage in other contests of wits with adventurers, allowing those that can defeat the crypt thing passage. CRYPT THING DISPERSER--- Level 20 Controller
Medium natural humanoid (undead)--- XP 2800
--- Initiative +16; Senses Perception +16; darkvision HP 191; Bloodied 95 AC 34; Fortitude 30; Reflex 32; Will 35 Immune disease, poison; Resist 20 necrotic; Vulnerable 20 radiant Speed 6
--- [Melee basic] Claws (standard; at will): +22 vs. AC; 1d8+3 damage. [Ranged] Baleful Teleport (standard; at will) Teleportation: The crypt thing tries to teleport part of an enemy. Range 20; +24 vs. Will; 3d6+7 damage. [Ranged] Send Away (standard; recharge 5 6) Teleportation: Range 20; +24 vs. Will; 2d4+7 psychic damage, plus target is teleported 20. The crypt thing need not have line of sight or effect to the destination square. If the space is occupied, the character instead appears in the nearest unoccupied square. [Area] Dispersion (standard; encounter) Teleportation: Burst 3 within 20; attacks each enemy in burst; +23 vs. Will; Hit: 4d6+7 psychic damage, and target is teleported away. Roll d% for each creature hit:
01-10: Target teleports elsewhere in the same room.
11-20: Target teleports into an adjacent room or hallway.
21-40: Target teleports 3d6 squares outside of the chamber in a random direction.
41-60: Target teleports 5d10 squares outside of the chamber in a random direction.
61-80: Target teleports 1d12x20 squares outside of the chamber in a random direction.
81-90: Target teleports up one level (if possible); position relatively randomly.
91-00: Target teleports down one level (if possible); position relatively randomly.
--- Alignment unaligned; Languages Common Skills Arcana +20 Str 16; Dex 23; Wis 23 Con 23; Int 20; Cha 27 CRYPT THING PREDATOR--- Level 26 Artillery
Medium natural humanoid (undead)--- XP 9000
--- Initiative +19; Senses Perception +20; darkvision HP 187; Bloodied 93 AC 38; Fortitude 38; Reflex 38; Will 40 Immune disease, poison; Resist 20 necrotic; Vulnerable 20 radiant Speed 6
--- [Melee basic] Claws (standard; at will): +33 vs. AC; 2d8+9 damage. [Melee] Paralyzing Claw (standard; recharge 5 6): +33 vs. AC; 2d8+9 damage, plus target is immobilized (save ends). [Ranged] Disintegrating Ray (standard; at will): Range 20; +31 vs. Fortitude; Hit: 2d12+9 damage, plus target is immobilized and ongoing 15 damage (save ends); Aftereffect: ongoing 5 damage (save ends). [Area] Disappear into Dust (standard; encounter) Illusion: Burst 3 within 10; +29 vs. Will; Hit: 4d10+9 psychic damage, and the target is invisible and unconscious (save ends both); Second Failed Save: target is invisible and unconscious until the end of the encounter or until another effect gives him a saving throw that he succeeds at against this power.
--- Alignment unaligned; Languages Common Skills Arcana +26, Bluff +31 Str 20; Dex 23; Wis 24 Con 25; Int 26; Cha 30 |