b'The Thing In The Basement \n'b'  Small   undead ,  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  121 (22d6 + 44)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX:  15 (+2)  CON:  14 (+2)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99 Cant  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The thing in the basement makes three attacks: one with its bite, and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) piercing damage. \n'b'  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.'