THE SHARED REFERENCE Adventurer

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

Magic Resistance

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

Quick preview