CRYPT THING (Teleporting Skeleton)

<image: robe not brown>

FREQUENCY: Very rare
FREQUENCY: Very rare ([Dungeon Level V])

FREQUENCY: Very rare ([Cold Civilized Mountains], [Cold Civilized Desert]), ([Cold Wilderness Mountains], [Cold Wilderness Desert])
FREQUENCY: Very rare ([Temperate Civilized Mountains], [Temperate Civilized Desert])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Desert])
FREQUENCY: Very rare ([Tropical Civilized Mountains], [Tropical Civilized Desert])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Desert])

NO. APPEARING: 1
ARMOR CLASS: 3 <M3> <mw:3>
MOVE: 12"
HIT DICE: 6
% IN LAIR: 100%
TREASURE TYPE: [Z]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 <(2-handed clawing)>
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below <Only hit by magical weapons>
MAGIC RESISTANCE: <Undead?>
INTELLIGENCE: Very (11-12)
ALIGNMENT: Neutral
SIZE: M
LEVEL/X.P. VALUE: V | 275 + 6

SAVES: 11.12.13.13.14 <f>

A pale, solitary being whick always wears a brown, hooded robe, <(enc: 2.5# worn, 5# folded)>
the crypt thing stays in its lair permanently (at least, none have been encountered elsewhere)  and will not attack if left undisturbed.

Its special power is its unfailing ability to CAST an improved form of a teleportation spell on a party (once per party encountered). <"a variant form of a teleport without error spell">
Those who fail to make their saves are instantly teleported according to a percentile roll on the table below:
 
 
% die roll  Distance and direction
01-20 100--1000' north
21-40 100--1000' south
41-60 100--1000' east
61-80 100--1000' west
81-90 one dungeon level up
91-00 one dungeon level down

Distance && direction are determined individually for each victim teleported.
Victims never arrive in solid material and will arrive in the
closest open space to the TARGET spot, if the TARGET spot is solid;
however victims need not arrive at floor level.

Those who make their saves may attack the crypt thing,
but it can only be hit by magical weapons.

The crypt thing will attack in return, using a two-handed clawing movement which inflicts 1-8 HP of damage.

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 instead maintain they have been disintegrated.

Abberant Crypt Things: There are rumoured to be abberant crypt things in xistence which,
instead of teleporting victims, paralyse them and simultaneously turn them invisible. <this appears to be a variation of the sequester spell>
 

Neither this nor the more common type feeds on victims,
however -- their AIM appears to be solely that of obtaining
pleasure by creating {confusion} && dissent.

<Don Turnbull notes that these are not undead. REF5 contradicts this.>
 

    by Roger Musson
 


<ENCOUNTER: will not attack if left undisturbed>