Andrew D. Gable
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The Thing (From Another World)
Large Aberration
Hit Dice: 10d8+13 (58 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., 10 ft. burrow
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: Slam +10 melee; or tendril +9 melee
Damage: Slam 1d4+4; or tendril 1d4+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, possession, animate dead
Special Qualities: DR 15/fire, fast healing 8, fire vulnerability
Saves: Fort +4, Ref +5, Will +9
Abilities: Str 18, Dex 15, Con 13, Int 14, Wis 15, Cha 17
Skills: Intuit Direction +11, Search +13, Spot +15, Wilderness Lore +11
Feats: Improved Initiative, Multiattack, Toughness, Weapon Focus (tendril)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 11-20 HD (Large), 21-25 HD (Huge)
The Thing From Another World is, much like coral, a massive colony of unicellular organisms. It is driven to reproduce itself, which it does by attacking victims and introducing into their circulatory systems a single cell of itself. Once a victim is possessed, she either promptly infects new victims, or obsessively pursues goals known only to The Thing. Due to the time that possession takes, The Thing usually seeks to be alone with its victim. If disturbed, the victim will die and the creature must flee.
On rare occasions, The Thing is seen in its natural form, mainly when it is disturbed while in the possession process. In this case, its form is horrible: a monster of pure chaos, images and hints of past victims visible within its apparently random features.
Improved Grab (Ex): To use this ability, The Thing must hit with one of its attacks, either its own or a possessed individual’s. If it hits, it may initiate possession.
Possession (Ex): The Thing may merge with any corporeal creature smaller than itself (save undead) via one of its melee attacks, either its own or a possessed individual’s. This power is similar to magic jar cast by a 16th-level sorcerer, except that it does not require a receptacle. A target may attempt a Fortitude save (DC 16) to resist possession once initiated. This save must be retried each round a hold is maintained (Strength check, DC 19 to break out of the hold). Full possession requires 1 round per Hit Die of the target.
Animate Dead (Ex): Not quite the same as the spell of the same name, The Thing may animate the corpse of a previous possession victim as a zombie (see MM) of the appropriate size category.
Fire Vulnerability (Ex): In addition to bypassing its damage resistance, fire damage also bypasses The Thing’s fast healing ability and also inflicts double damage.
Large Aberration
Hit Dice: 10d8+13 (58 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., 10 ft. burrow
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: Slam +10 melee; or tendril +9 melee
Damage: Slam 1d4+4; or tendril 1d4+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Improved grab, possession, animate dead
Special Qualities: DR 15/fire, fast healing 8, fire vulnerability
Saves: Fort +4, Ref +5, Will +9
Abilities: Str 18, Dex 15, Con 13, Int 14, Wis 15, Cha 17
Skills: Intuit Direction +11, Search +13, Spot +15, Wilderness Lore +11
Feats: Improved Initiative, Multiattack, Toughness, Weapon Focus (tendril)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: 11-20 HD (Large), 21-25 HD (Huge)
The Thing From Another World is, much like coral, a massive colony of unicellular organisms. It is driven to reproduce itself, which it does by attacking victims and introducing into their circulatory systems a single cell of itself. Once a victim is possessed, she either promptly infects new victims, or obsessively pursues goals known only to The Thing. Due to the time that possession takes, The Thing usually seeks to be alone with its victim. If disturbed, the victim will die and the creature must flee.
On rare occasions, The Thing is seen in its natural form, mainly when it is disturbed while in the possession process. In this case, its form is horrible: a monster of pure chaos, images and hints of past victims visible within its apparently random features.
Improved Grab (Ex): To use this ability, The Thing must hit with one of its attacks, either its own or a possessed individual’s. If it hits, it may initiate possession.
Possession (Ex): The Thing may merge with any corporeal creature smaller than itself (save undead) via one of its melee attacks, either its own or a possessed individual’s. This power is similar to magic jar cast by a 16th-level sorcerer, except that it does not require a receptacle. A target may attempt a Fortitude save (DC 16) to resist possession once initiated. This save must be retried each round a hold is maintained (Strength check, DC 19 to break out of the hold). Full possession requires 1 round per Hit Die of the target.
Animate Dead (Ex): Not quite the same as the spell of the same name, The Thing may animate the corpse of a previous possession victim as a zombie (see MM) of the appropriate size category.
Fire Vulnerability (Ex): In addition to bypassing its damage resistance, fire damage also bypasses The Thing’s fast healing ability and also inflicts double damage.
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