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Crypt Thing in Pathfinder 1e

Crypt ThingCR 5

Shreds of leathery flesh cling to this skeletal figure’s body, while twin motes of fiery light glow deep in its eye sockets.


NE M Undead
Initiative: +6
Senses: darkvision 60 ft., low-light vision; Perception +15

Defense

AC: 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
HP: 52 (8d8+16)
Fortitude: +4 Reflex: +6 Will: +8
Defensive Abilities: channel resistance +2
Immune: undead traits
Aura: fear (10 ft., frightened for Rounds , Will DC 16 negates)
DR: 10/bludgeoning or magic

Offense

Speed: 30ft
Melee: 2 claws +10 Slashing
Special Attacks: Teleporting Burst Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. The crypt thing can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.
Space: 5 ft
Reach: 5ft
Spell-like Abilities: (CL 8th; concentration +10 )   3/day–quickened dimension door

Statistics

Str 19 , Dex 14 , Con -, Int 13 , Wis 14 , Cha 15 ,
Base Attack: BAB +6 CMB: +10 CMD: 23
Feats:
Alertness, Dodge, Improved Initiative, Lightning Reflexes
Skills: Bluff +6 , Intimidate +13 , Knowledge (arcana) +6 , Knowledge (dungeoneering) +5 , Knowledge (history) +3 , Perception +15 , Sense Motive +15 , Stealth +9
Languages: Common

Ecology

Environment: any underground
Organization: solitary
Treasure: standard

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