Large Monstrosity, Any Evil Alignment
Armor Class 17
Hit Points 260 (20d8 + 180)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
19 (+4)
Skills Deception +12
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision, Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Shapechanger. The Thing can use one action to disguise itself as any creature it has previously assimilated and that is large or smaller in size. In this form the Thing can mimic that creature almost perfectly, only distinguishable by a DC 25 Investigation check. Characters with a passive perception of 16 or higher get an uneasy feeling while around the thing, but cannot place exactly where it is coming from.

Cellular Regeneration. The Thing regains 1d8+2 hitpoints at the start of each turn. If it gets damaged by fire, this effect is paused for a round.

Assimilation. The Thing can choose to assimilate a creature that is incapacitated, paralyzed, or unconscious. This process takes 2 minutes. During this time the Thing is in its true form and vulnerable to all forms of damage. The Thing will only use this ability if it feels completely safe. It can choose to stop this process at any time.

Grappler. The Thing has advantage on attack rolls against any creature grappled by it.

Hideous Aura. At the start of an encounter with The Thing, the first time each creature can see The Thing they must succeed a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The DC of the Wisdom saving throw decreases by 2 for each subsequent encounter with The Thing, and increases by 1 for each ally that was incapacitated during the previous encounter.

Actions

Multiattack. The Thing can use Rapid Mutation three times a round

Rapid Mutation. The Thing rapidly grows a new limb or body part and uses it immediately. 

1. Tentacle. The Thing grows a long, thing tentacle and throws it at a creature within 30ft of range.

Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 15 (4d6 + 1) bludgeoning damage.

The creature has to succeed on a DC 14 DEX saving throw to not be grappled. If grappled, the creature can still take actions but all attacks are at disadvantage. Its speed is 0 until freed. If the Tentacle(not the Thing itself) takes 15 damage in one round, it is destroyed. 

2. Bite. The Thing grows a large set of needle-like teeth and makes a melee attack: +8 to hit, reach 5ft., one target, 2d12+2 piercing damage.

3. Chitin. The skin of the Thing grows thick and hard, raising its AC by 2. It can keep this action for 3 rounds.

Bonus Actions

As a bonus action, if a creature is grappled by a tentacle, the Thing can move the creature 10 ft into any direction, or pull it towards itself for 15ft. If the creature is slammed into a wall or similar obstacle, it takes 2d10+3 bludgeoning damage.

Reactions

Fear of Flames. If the Thing takes fire damage, it immediately attacks whoever damaged it with a tentacle. 

Legendary Actions

1 Legendary action per round

Any action. 

TheAdamAwesome

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