Crypt thing monk 5
NE Medium undead
Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
Aura fear (10 ft., frightened for 1d4 rounds, Will DC 17 negates)
AC 25, touch 19, flat-footed 21 (+3 Dex, +1 dodge, +1 monk, +6 natural, +4 Wis)
hp 93 (8d8+16 plus 5d8+15)
Fort +9, Ref +11, Will +14
Defensive Abilities channel resistance +2, evasion; DR 10/bludgeoning or magic; Immune undead traits
Weaknesses vulnerable to fire
Speed 40 ft.
Melee 2 claws +15 (2d6+6 plus mummy rot) or unarmed strike flurry of blows +15/+15 (1d8+6 plus mummy rot)
Special Attacks flurry of blows, mummy rot, stunning fist (5/day, DC 16, fatigued), teleporting burst
Spell-Like Abilities (CL 8th; concentration +11)
3/day—quickened dimension door
Str 23, Dex 16, Con —, Int 13, Wis 18, Cha 17
Base Atk +9; CMB +17; CMD 35
Feats Alertness, Combat Reflexes (B), Deflect Arrows (B), Dodge, Improved Initiative, Improved Natural Attack (claws), Lightning Reflexes, Power Attack, Snatch Arrows
Skills Bluff +7, Intimidate +19, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +6, Knowledge (religion) +5, Perception +22, Sense Motive +22, Stealth +19
SQ fast movement, high jump, ki pool (6 points, magic), maneuver training, slow fall 20 ft.
Environment any underground
Mummy Rot (Su) Curse and disease—claw or unarmed strike; save Fort DC 17; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC 20 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.
Teleporting Burst (Su) Once per day, a crypt warden can teleport all creatures within 50 feet of it to randomly determined locations. The crypt warden 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.