Crypt Thing
Type: Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 16 (+5 Natural, +1 Dex), touch 11, flat-footed 15
Base Attack/Grapple: +4 / +9
Attack Claw +9 melee (1d8+5)
Full Attack: 2 Claws +9 melee (1d8+5)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Group Teleport
Special Qualities: Turn Resistance +6, DR 10/bludgeoning and magic, SR 16
Saves: Fort +2, Ref +3, Will +8
Abilities: Str 20, Dex 12, Int 10, Wis 14, Con --, Cha 14
Skills: Spot +15, Listen +15, Intimidate +13, Knowledge (History) +11, Knowledge (Arcana) +11
Feats: Improved Initiative, Improved Natural Attack (claw), Alertness
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Environment: Any tomb
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always Neutral
Advancement: None
Crypt things are creatures that guard tombs and crypts. A crypt thing appears as a skeletal figure, wearing a dark gray or brown robe. Its eyes are pinpricks of red light in otherwise hollow eye sockets.

In spite of being undead, crypt things can speak Common.

Combat
A crypt thing will only attack opponents who defile those it has been commanded to protect, including itself.
A crypt thing always starts combat by using its Group Teleport ability.

Group Teleport (Su): 50’ burst, centered on the crypt thing. All creatures in the burst except the crypt thing must succeed at a Will save DC 16 to avoid being teleported 1d10 x 100' in a random direction.
Roll 1d8 for each failed save, to determine the direction traveled:
1 – North
2 – Northeast
3 – East
4 – Southeast
5 – West
6 – Northwest
7 – South
8 – Southwest

A crypt thing can use this ability once per hour. The save DC is Charisma-based.
Those teleported by the crypt thing cannot materialize inside solid matter.

Once it has used its teleportation ability, a crypt thing attacks any remaining opponents by clawing with its skeletal hands.

Turn Resistance (Su): While in the tomb it has been commanded to guard, a crypt thing gains +6 turn resistance.