Terminator, T-1000 (5e Creature)

T-1000 Terminator

Medium construct, lawful evil


Armor Class 17 (natural armor)
Hit Points 114 (12d8 + 60)
Speed 30 ft., climb 20 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Str +9, Dex +7, Con +8
Skills Athletics +9, Deception +4, Investigation +5, Perception +5
Damage Resistances cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft.; passive Perception 15
Languages Common
Challenge 8 (3,900 XP)


Amorphous. The terminator can move through a space as narrow as 1 inch wide without squeezing.

Freezing Vulnerability. If the terminator takes 25 or more cold damage in a single turn, it must make a Constitution saving throw with a DC of 5 + half the damage taken or become petrified for 1 minute. While petrified in this way, the terminator is immune to cold damage but has vulnerability to bludgeoning damage.
If the terminator takes bludgeoning damage from a critical hit while petrified, it shatters. It then reforms at the end of its next turn and is no longer petrified.

Machine Fortitude. If damage reduces the terminator to 0 hit points, it must make a con saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a successful save, the terminator drops to 1 hit point instead.

Regeneration. The terminator regains 10 hit points at the start of each of its turns. If the terminator takes cold, fire, or radiant damage, this trait doesn’t function at the start of the terminator’s next turn. The terminator dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Shapechanger. The terminator uses its action to polymorph into a Small or Medium humanoid it has touched, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is not transformed. The terminator reverts to its true form if it dies.

Sure-Footed. The terminator has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

ACTIONS

Multiattack. The terminator makes two weapon attacks.

Morph Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing or piercing damage.

Morph Dart. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


See also: Terminator, T-800 (5e Creature)

The T-1000 is an advanced terminator model. Rarer and deadlier than their T-800 cousins, these terminators use their shapeshifting abilities to infiltrate and assassinate with terrifying ease.

Shapeshifting Saboteur. Unlike older terminators, the T-1000 is not a skeletal construct wearing false skin. Its true form is a blob of liquid metal which can take on any shape and texture, provided that the terminator has touched whatever—or whomever—it is trying to imitate. This allows the T-1000 to slip into places a T-800 could not, and catch targets off-guard by altering its appearance to look like someone they trust.

Morphing Menace. A T-1000 uses its shapeshifting for more than deception. It can transform its hands into blades, darts, and other instruments of murder, removing the need to carry weapons in most cases. The transformation happens very quickly, and the terminator’s victims often don’t even realize that they’re under attack before it drives a metal spike through their skulls.
In addition, the T-1000’s liquid metal nature makes it difficult to harm. Most weapons will pass right through it, and it can repair minor damage in a matter of seconds. Extreme cold can freeze the T-1000, but this won’t stop it for long. Only extreme heat, like that of lava or molten metal, is guaranteed to destroy it.

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