Crypt Thing (4e Creature)
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Crypt Thing
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.
Crypt things have the ability to cast confusing spells that give the appearance of making victims disappear. 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.
They do not feed on victims, however. Their aim appears to be solely that of obtaining pleasure by creating confusion and dissent.
Encounters
Level 9 Encounter (2800 XP)
- 1 Aberrant Crypt Thing (Level 9 Controller)
- 2 warped skeleton boneblades (Level 9 Soldier)
- 8 Putrescent Zombies (Level 11 Minions, Open Grave p. 196)
The warped skeleton boneblades and putrescent zombies are initially laying in their coffins. The boneblade coffins are adjacent to the crypt thing's throne, and they will rise immediately to defend its master. Four zombies rise on each of the 2nd and 3rd turns.
Crypt Thing, Aberrant
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When adventurers first intrude into the aberrant crypt thing's lair, it will match their demeanor (although never so friendly as to be suspicious). It will ask the intruders to leave its crypt. If the intruders persist, the crypt thing will use vanishing trick on the target that seems least able to resist (the party wizard, perhaps) and declare that it has disintegrated this victim. Again, it will encourage the intruders to leave. If the party calls its bluff, it will attack with its claws, continuing to use vanishing trick as it recharges. Victims who have been "vanished" are unable to communicate their situation, and the DM may even make their saving throws in secret. Another character accidentally bumping into the victim may give a big clue; attempts to aid the victim will be at the usual -5 penalty for an invisible target. |
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