Crypt Thing

Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Claw +7 melee (1d6)
Full Attack: 2 claws +7 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scatter defilers
Special Qualities: Darkvision 60 ft., turn resistance +4, undead traits
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 10, Dex 16, Con —, Int 11, Wis 15, Cha 13
Skills: Bluff +6, Diplomacy +10, Disguise +1 (+3 acting), Escape Artist +8, Intimidate +8, Listen +7, Sense Motive +7, Spot +8, Use Rope +3 (+5 binding)
Feats: Deflect Arrows [bonus], Improved Initiative, Weapon Finesse, Weapon Focus (claw)
Environment: Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None (but see text)
Alignment: Always neutral
Advancement: 7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:

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.

Combat

A crypt thing attacks only if assaulted or if it believes it cannot drive away those that enter the place it guards. Its first act is to use its scatter defilers ability, and then it attacks with its claws until all its enemies are dead or fleeing. If approached by creatures it has dispersed by its scatter defilers ability, it attacks immediately.

Scatter Defilers (Su): Once per day a crypt thing can target its enemies with a teleportation effect, which causes them to be transported 10d10×10 feet in a random direction (Will DC 14 negates). Targets that fail their saves arrive safely in the closest open space to the destination (including shifting up or down if necessary) if a solid body occupies that location. This ability affects a number of enemies equal to the crypt thing’s Hit Dice, and all targets must be within a 30-foot burst centered on the crypt thing. The transported targets cannot take any actions until their next turn.

Turn Resistance (Ex): While within 50 feet of the location or object it guards, a crypt thing is treated as an undead with 4 more Hit Dice than it actually has for the purpose of turn, rebuke, command, or bolster attempts.

Source: Fiend Folio, page 36. Changes applied as per the D&D® v.3.5 Accessory Update.