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The Thing
Cellular Contagion . When a humanoid or beast takes damage from the Thing's pseudopod, claw, or bite attacks, it must make a DC 15 Constitution saving throw. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target is incapacitated, and the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any level of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a Thing. the transformation of the body can only be undone by a wish spell.
Hive Mind. The Thing is telepathically connected to all other Things on the same plane of existence as it.
Regeneration. The Thing regains 10 hit points at the start of its turn. If the Thing takes acid or fire damage, this trait doesn't function at the start of its next turn. The Thing dies only if it starts its turn with 0 hit points and doesn't regenerate
Unusual Nature . The Thing does not require air, food, drink, or sleep
Actions
Multiattack . The Thing can use its Frightful Presence. The Thing then makes three attacks with his pseudopods or two attacks with its claws.
Pseudopod. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit : 7 (1d4 + 4) piercing damage, the target is grappled (escape DC 14), and the target is subjected to the Thing's Cellular Contagion trait.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the target is subjected to the Thing's Cellular Contagion trait.
Bite . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is subjected to the Thing's Cellular Contagion trait.
Frightful Presence. Each creature of the Thing's choice that is within 30 ft. of the Thing and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on its saving throw or the effect ends for it, the creature is immune to the Thing's Frightful Presence for the next 24 hours.
Recombine. The Thing merges with another Thing that is the same size or smaller within 5 feet of it. If two Things of the same size merge together both are destroyed and a new Thing takes its place. The new Thing is one size category larger than the original and it has hit points equal to the total number of hit points the two things had remaining. If the new Thing is Huge or larger it has advantage on Strength ability checks, saving throws, as well as melee weapon attacks that use Strength, and its pseudopod, claw, and bite attacks deal an extra 7 (2d6) damage. If the other Thing that this Thing merges with is a size category smaller or vice versa, the smaller of the two Things is destroyed, and the remaining Thing gains temporary hit points equal to the number of hit points of the destroyed Thing had. Additionally, the Thing can make one claw or pseudopod attack as a bonus action on each of its turns. These benefits last for 1 hour or until the Thing uses its Recombine, Shape Change, or Split action.
Shape Change . The Thing polymorphs into a humanoid or beast that it has assimilated, or back into its true form. It reverts to its true form if it dies or if it uses its multiattack, Frightful Presence, Recombine, or Split actions. Any equipment it is wearing or carrying isn't transformed. In a new form, the Thing retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as its actions. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Split . If the Thing is Medium or larger, it splits into two new Things if it has at least 10 hit points. Each new Thing has hit points equal to half the original Thing's, rounded down. New Things are one size smaller than the original Thing.
Reactions
Reactive Split. When a Thing that is Medium or larger is subjected to any damage other than psychic, it can use its Split action.