Large Ooze (Shapechanger), Chaotic Neutral
AC 26 uncanny speed    Initiative +30 (40)
HP 770 (50d20)
Speed 90 ft., (Hover) , Walk 80 ft.
Mod Save
STR 30 +10 +10
DEX 30 +10 +10
CON 30 +10 +10
Mod Save
INT 27 +8 +8
WIS 22 +6 +6
CHA 25 +7 +7
Skills Persuasion +40
Resistances All
Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Deafened, Exhaustion, Frightened, Petrified, Poisoned, Prone, Unconscious
Senses Truesight 120 ft.; Passive Perception 20
Languages All, Telepathy 120 ft.
CR 30 (XP 155,000; PB +9)
Traits

Legendary Resistance (6/Day). If the Identity Thief fails a Saving Throw, it can choose to succeed instead.

Magic Resistance. The Identity Thief has Advantage on Saving Throws against spells and other magical effects. 

Ascendant Form (1/Day). When reduced to 0 Hit Points, the Identity Thief regains full Hit Points and adopts the face of the DM gazing from its gelatinous body. The Identity Thief regains all uses of Legendary Resistance and acquires 10 Legendary Actions, three of which can be used per turn. 

Sound-Nullification Field. All creatures within 60 ft. of the Identity Thief fall under the effects of the Silenced spell.

Reality Distortion Aura. All damage dealt within 60 ft. of the Identity Thief is converted into Psychic damage instead of its original damage type. In addition, all the Identity Thief's attacks deal Psychic damage which ignores Resistances and Immunities. As if that was not enough, all creature's within the aura is Vulnerable to Psychic damage.

Befuddling Presence. Creatures that start or end their turn within 60 ft. of the Identity Thief must succeed a DC 27 Wisdom Saving Throw or take 33 Psychic damage and fall under the effects of the Confusion spell. 

Unseen Ambusher. Once per turn, the Identity Thief can choose to receive the Invisible condition. While Invisible, the next attack it makes will deal triple the damage. 

Adhesive Form. The Identity Thief takes up its entire space. When a creature starts or ends its turn within 5 ft. of the Identity Thief it must succeed a DC 27 Strength Saving Throw or be subjected to the Identity Thief's Engulf trait (*See Actions). 

Incorporeal State. The Identity Thief can move through solid objects and creatures as if it were difficult terrain. If a creature passes through the Identity Thief then they take 23 Psychic damage. 

Evasive. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Death Burst. When the Identity Thief is reduced to 0 Hit Points, it explodes into a wave of psionic energy. All creatures within 120 ft. take 105 Psychic damage and all Engulfed creatures are transported to a random Plane of Existence determined by the DM. 

Mimicry. The Identity Thief can perfectly imitate any sounds or voices it heard, 

Uncanny Reflexes. The Identity Thief has one Reaction per turn of combat.

Regeneration. The Identity Thief regains 30 Hit Points at the start of each of it's turns if it has at least 1 Hit Point.

 

Actions

Multiattack. The Identity Thief makes six Mind-Snatching Pseudopod attacks or Face-Melting Glob attacks in any combination of its choice. It then uses Spectral Possession, Copy Shape, or Engulf.

Mind-Snatching Pseudopod. Melee Attack Roll: +22 to hit, reach 15 ft., one target. Hit: 71 Psychic damage and the target receives the Grappled, Restrained, and Prone conditions. The target must also succeed a DC 27 Intelligence Saving Throw or be Stunned for 1 minute. 

Face-Melting Glob. Ranged Attack Roll: +22 to hit, range 300 ft., one target. Hit: 63 Psychic damage and the target's face is melted, leaving behind a blank visage. The target is incapable of making facial expressions, being incapable of smelling, breathing, seeing, or hearing. Because of this, the target is Blinded, Deafened, and Suffocating at the same time. This effect ends on a Greater Restoration or Wish spell.

Spectral Possession. DC 30 Wisdom Saving Throw: One creature within 120 ft. of the Identity Thief. Fail: The creature is Possessed by the Identity Thief. While Possessed, that creature is directly controlled by the Identity Thief until destroyed, taking any Actions, Bonus Actions, or Reactions that the Identity Thief chooses. The Possessed creature can repeat the Saving Throw at the end of their turn, ending the effect on a success. Otherwise, the creature takes 202 Psychic damage. 

Engulf. DC 30 Strength Saving Throw: One creature within 10 ft. of the Identity Thief. Fail: The creature takes 86 Psychic damage and is Engulfed. While Engulfed, the creature enters the Identity Thief's space and moves whenever the Identity Thief moves, takes 53 Psychic damage at the start of each turn, is Suffocating, and has the Restrained condition. A creature that dies while Engulfed is destroyed, all their thoughts and memories being absorbed by the Identity Thief. The Identity Thief can Engulf only one Large creature or four Medium creatures at a time. 

Copy Shape. The Identity Thief polymorphs into any creature it can see within 120 ft. of itself, gaining Temporary Hit Points equal to that creature's Hit Point maximum and replacing the statistics of this stat block with the statistics of that creature. Once the Identity Thief looses these Temporary Hit Points, it reverts back to its original form. 

 

 

 

Bonus Actions

Shapeshift (3/Day). The Identity Thief transforms into any creature listed in the Monster Manual that is of an equal or lower Challenge Rating, gaining Temporary Hit Points equal to that monster's Hit Point Maximum and replacing the statistics of this stat block with the statistics of that creature. Once the Identity Thief looses these Temporary Hit Points, it reverts back to its original form.

Cloning. The Identity Thief conjures another Identity Thief within 120 ft. of itself (using this stat block) that has its own Initiative. On its turn, it is controlled by the Identity Thief that summoned it, and lasts until it takes a single point of damage, at which point it vanishes, dissipating into nothingness.

Devour Thoughts. DC 27 Intelligence Saving Throw: One target that is Grappled by the Identity Thief. Fail: 77 Psychic damage and the target's thoughts are devoured by the Identity Thief. Their Intelligence is reduced to 0 and they loose any capability to think, understand, comprehend, speak or otherwise use their intellectual capabilities. The Identity Thief then regains Hit Points equal to the damage dealt.

Reactions

Illusory Duplicates. Trigger: Another creature deals damage to the Identity Thief. Response: The Identity Thief chooses 3 unoccupied spaces within 120 ft., conjuring spectral illusions that are identical to itself before receiving the Invisible condition. These illusions take their turn immediately after the Identity Thief and have 26 Armor Class, 1 Hit Point, and uses one Mind-Snatching Pseudopod or Face-Melting Glob attack on their turn, targeting the closest creature (other than the Identity Thief). Creatures within 10 ft. of an illusion receives Disadvantage on all d20 rolls until the illusion is destroyed. Illusions are destroyed by taking damage, dispersing into nothingness. 

Memory Consumption. Trigger: Another creature makes a d20 roll. Response: That creature receives a -10 penalty to that roll and takes 32 Psychic damage. The creature must also succeed a DC 27 Intelligence Saving Throw or all their memories are consumed, reducing their Intelligence to 0 and loosing the ability to think, understand, comprehend, speak, or otherwise use their intellectual abilities. 

Legendary Actions

The Identity Thief can take 5 Legendary Actions choosing from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn.

Delirious Illusions. DC 27 Wisdom Saving Throw: All creatures within 120 ft. of the Identity Thief. Fail: 137 Psychic damage and the creatures are subjected to the effects of the Confusion spell for 1 minute. Success: Half damage only.

Mental Assault. DC 27 Intelligence Saving Throw: One target within 120 ft. of the Identity Thief. Fail: 301 Psychic damage and the target is Stunned for 1 minute. Success: Half damage.

Magic Drug Dealing. The Identity Thief chooses a target within 120 ft. and offers to trade a magic, mysterious drug for free. The Identity Thief must make a Persuasion check contested with that creature's Insight check. If the Identity Thief succeeds, than that creature takes the drug and consumes it at the start of their next turn. That creature must roll a d6 to see what effect occurs on each of its turns for 10 minutes:

1. The target says: "6,7" in a cringy way and their Intelligence, Wisdom, and Charisma scores are halved. 

2. The target is Prone and Incapacitated with uncontrollable laughter, chuckling and giggling on the ground. 

3. The DM plays their favorite song as the target dances to the music, spending their turns dancing. 

4. The target is Paralyzed, seeing everything in shades of bright rainbow, as if under a prismatic mirage. All creatures appear to have two shadows that dance erratically. 

5. The target falls Unconscious, creating strange quacking, neighing, or chirping noises in its sleep.

6. Reroll twice and select both results. Ignore any 6's.

 

Description

The Identity Thief is a formidable shapeshifter of mysterious origins, a creature that resembles a gelatinous cube in appearance but with a spectral, ghostly aspect to it, transparent and mystical, sliding through objects with ease. The Identity Thief steals the thoughts, memories, and personalities of their victims, with unknown goals, simply trying to extract the mental substance of all creatures. None has lived to survive the true form of the Identity Thief, and none has lived to record the existence of this strange being. Thus, the Identity Thief is an entity who few actually know of.

Monster Tags: Shapechanger

Habitat: Any

DaftWullie1

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