Crypt Thing (CR 3)
Alignment: Always neutral
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +7 and Spot +8
AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hit Dice: 6d12 (39 hp)
Fort +2, Ref +5, Will +7
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +3
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d6
Special Attacks/Actions: Scatter defilers
Abilities: Str 10, Dex 16, Con -, Int 11, Wis 15, Cha 13
Special Qualities: Turn resistance +4, undead traits
Feats: Deflect Arrows (B); Improved Initiative; Weapon Finesse; Weapon Focus (claw)
Skills: Bluff +6, Diplomacy +10, Disguise +1 (+3 acting), Escape Artist +8, Intimidate +8, Listen +7, Sense Motive +7, Spot +8, and Use Rope +3 (+5 binding)
Advancement: 7-12 HD (Medium-size); 13-18 HD (Large)
Treasure: - (see text)
A crypt thing is a kind of undead guardian that is built to watch over a particular site or object and deal with intruders in a nonlethal manner.
The creature appears as nothing more unusual than a skeletal figure in tattered robes. When active, its eyes glow with a fierce red light. A crypt thing exists only to guard, and it typically watches over a religious treasure, tomb, or holy site. It normally waits in an alcove or on a chair provided for it. It speaks Common and is willing to converse with those that do not threaten it while it tries to scare away creatures it thinks are easily cowed.
A cleric of 14th level or higher can use the create undead spell to create a crypt thing.