Monster
Elder Thing
Outside your table’s allowed sources
Official reference · RHW · 2014
- Creature type
- Aberration
- Size
- Large
- Armor class
- 16
- Hit points
- 209 (22d10 + 88)
- Speed
- Walk 20 ft., Fly 90 ft. (hover)
- Challenge rating
- 14
- Alignment
- Chaotic Evil
- Strength
- 21
- Dexterity
- 11
- Constitution
- 18
- Intelligence
- 20
- Wisdom
- 17
- Charisma
- 16
- Passive Perception
- 13
- Saving Throws
- con: +9; int: +10
- Senses
- Truesight 120 ft.
- Languages
- Deep Speech; telepathy 120 ft.
- Resistances
- bludgeoning, piercing, psychic, slashing
- Immunities
- lightning
- Condition Immunities
- charmed, frightened
Traits
The elder thing has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The elder thing makes two Soothing Tentacle attacks and uses Psychic Skewer.
Soothing Tentacle
Melee Attack: +10, reach 10 ft. Hit: 14 (2d8 + 5) Psychic damage, and the target has the Charmed condition until the start of the elder thing's next turn.
Mind-Scouring Spores (Recharge 6)
Intelligence Saving Throw: DC 18, each creature in a 20-foot Emanation originating from the elder thing. Failure: 55 (10d10) Psychic damage. For 1 minute, whenever the target takes the Magic action, it takes 10 (3d6) Psychic damage. Success: Half damage only.
Psychic Skewer
Wisdom Saving Throw: DC 18, one creature within 60 feet. Failure: 22 (4d10) Psychic damage. If the target has the Charmed condition, it gains 1 Exhaustion level and has the Stunned condition while Charmed.
Eldritch Magic (3/Day)
The elder thing casts Command, Detect Thoughts, Gust of Wind, or Nondetection, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18).
3/day: Command, Detect Thoughts, Gust of Wind, Nondetection