The Thing In The Basement

Small undead, chaotic evil

Armor Class 17 (natural armor)
Hit Points 121 (22d6 + 44)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 11 (+0)

Saving Throws Dex +5
Skills Athletics +6, Perception +4, Stealth +8
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Halfling, Thieves’ Cant
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Lunge. The thing in the basement can use its bonus action to extend the reach of its claws attack to 10 feet. If it does so, the next attack against it has advantage on the attack roll.

ACTIONS

  • Multiattack. The thing in the basement makes three attacks: one with its bite, and two with its claws.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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