AC 17 Natural armor    Initiative +3 (13)
HP 168 (16d10 + 80)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 20 +5 +5
DEX 16 +3 +3
CON 20 +5 +18
Mod Save
INT 14 +2 +2
WIS 16 +3 +14
CHA 8 −1 −1
Skills Deception +7, Perception +7, Stealth +7
Vulnerabilities Cold, Fire
Resistances Necrotic; Slashing and Piercing from Nonmagical Attacks
Immunities Poison, Psychic; Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Blindsight 15, Darkvision 120, Tremorsense 30; Passive Perception 17
Languages Understands all languages of absorbed creatures but rarely speaks
CR 12 (XP 8,400; PB +4)
Traits

Assimilation: When a humanoid dies within 10 feet of The Thing, the creature may begin assimilation.

After 1 minute:

  • the corpse becomes biologically identical to the original creature,
  • including voice, memories fragments, and mannerisms.

Only:

  • Greater Restoration,
  • Wish,
  • or destroying all infected tissue

reveals or prevents the transformation.


 

Perfect Mimicry: The Thing has advantage on all Deception checks made to impersonate absorbed creatures.

A creature interacting with The Thing cannot determine its true nature unless:

  • magic is used,
  • obvious physical inconsistencies appear,
  • or The Thing becomes stressed or injured.

 

Autonomous Flesh: Every part of The Thing is alive independently.

Whenever it takes:

  • fire damage,
  • critical hit damage,
  • or more than 25 damage in one turn,

roll a d6:

d6 Effect
1–2 A limb detaches and becomes a Flesh Crawler
3–4 A mouth erupts and screams; creatures nearby make a Fear save
5 Eyes burst from the body, granting advantage on Perception
6 Nothing visible happens… immediately

 

Fear of Fire: The Thing instinctively fears fire.

When it takes fire damage:

  • it has disadvantage on attack rolls until the end of its next turn,
  • and cannot use Perfect Mimicry for 1 round.
Actions

Multiattack: The Thing makes 3 attacks.


 

Tendril Strike. Melee Weapon Attack: +9 to hit, reach 15 ft. Hit: 2d10 + 5 slashing damage plus 2d6 acid damage.

The target is grappled (escape DC 16).


 

Consume Biomass: The Thing targets one grappled creature. The target must make a DC 17 Constitution saving throw.

On a failure:

  • take 6d8 necrotic damage
  • maximum HP reduced by the same amount

If this reduces the target to 0 HP: assimilation begins immediately.


 

Reveal True Form (Recharge 10 minute): The Thing loses all restraint. Its body erupts into a nightmare of: jaws, limbs, eyes, exposed organs, and partially transformed victims.

Every creature within 30 ft. must make a DC 17 Wisdom saving throw.

On a failure:

  • take 4d10 psychic damage
  • become frightened for 1 minute

A frightened creature may repeat the save at the end of each turn.

 

Reactions

Opportunity Attack. 

Legendary Actions

Crawl Away: When reduced below half HP, The Thing may detach part of itself.

A Small fragment escapes with:

  • 1 HP,
  • stealth advantage,
  • and the ability to begin assimilation again later.

Killing the main body does not guarantee the organism is dead.


Infection:  A creature damaged by Consume Biomass must secretly roll a Constitution save during the next long rest.

On a failure:

  • a microscopic fragment survives inside them.

The DM may secretly decide:

  • strange behavior begins,
  • dreams worsen,
  • animals react aggressively,
  • blood moves unnaturally.

The character may already no longer be entirely themselves.

Description

A writhing mass of stolen anatomy, half-finished transformations, exposed bone, misplaced organs, and screaming mouths that should not exist.
The Thing does not merely kill creatures.

It learns them.

Every victim becomes raw material for replication.

No one knows the creature’s true form because it may not actually possess one.

Monster Tags: NPCaberrationsoloAny

Acaustic_red

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