<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>