Elder Thing

The Elder Things were an Elder day race that foresaw the Existential Annihilation Crisis.

The Elder Things were amazing manipulators of time and space, and pumped out great feats of structural, mechanical and bio engineering. Some of the creatures bred by the Elder Things included the elevation of the Mind Flayers to their current status, the oozes and many other abominations.

Millions of years ago the majority of Elder Things gathered in great numbers within gigantic constructions within the Quanti of the Spaces around white stars and entered a deep state of meditative contemplation seeking a way to survive the ultimate Nothing.

The Elder Things that didn’t answer the great call went rogue, combining archaic science and elder day magic to safeguard themselves as they went out on an orgy of nihilistic destruction and self-gratification. This brought them into conflict with so many other powerful beings that the Elder Things were hunted down to near extinction.

The survivors went into hiding deep in the Spaces, emerging only occasionally to reign down terror on other beings.

Valt is an Elder Thing, who with his unruly mob of lesser Elder Things and abominations clashed repeatedly with the Moranth during their decline more than 100,000 years ago, speeding along the final collapse of their civilisation.

The Major Discontinuance Event occurring will shake the rogue Elder Things out of their Hibernation.

Standard Elder Thing

Large elder being, any
Armor Class: 24 (natural)
Hit Points: 165
Speed: 30 ft , fly: 20 ft

STR

18 +4

DEX

10 +0

CON

24 +7

INT

19 +4

WIS

15 +2

CHA

13 +1

Saving Throws: Intelligence +9, Constitution +12, Strength +9
Skills: Arcana +9, Survival +7, Investigation +9, History +9, Nature +9, Perception +12
Damage Resistances: Bludgeoning, piercing or slashing damage, Fire, Thunder, Acid, Lightning
Damage Immunities: Necrotic, Poison, Bludgeoning, piercing or slashing damage from non-magical
Condition Immunities: Exhaustion, Frightened, Paralysed, Petrified, Blinded
Senses: Darkvision 60ft, Blindsight 180ft
Telepathy 240”

Intelligence based DC 17, +9 to attack

At will: arcane mark, continual flame, detect magic, detect thoughts, dream, hypnotic pattern, identify, magic missile, major creation, move earth

1/day: 1x per long rest:
  • binding, contact other plane, clone, guards and wards.

1x per short rest:
  • antipathy, banishment, blink, detect scrying, dimensional lock, explosive runes, hold monster, phase door, plane shift, scrying, symbol of insanity, symbol of persuasion, sympathy

3/day: 3x per short rest:
  • animal growth, baleful polymorph, charm monster, feeblemind, flesh to stone, greater dispel magic, stone to flesh, suggestion


  • Primordial Toughness: Reduce all damage by 3
  • Regenerate 5hp per round
  • Fortification: 50% chance that critical hits and sneak attack damage treated as normal
  • Magic Resistance: Advantage vs spells and magical effects (except for cold)

Actions

5x Multiattack:
• Tentacle +9 d12+4 plus grappled (DC14 to escape)
• Crystal Dust - Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: The target is incapacitated for 1 minute or until it takes damage or someone uses an action to shake or slap it awake (recharge 5-6 per tentacle)

Legendary Actions

Legendary Actions (3 actions per round used in other creatures turns):

  • Fly 20ft
  • (2x actions) Regenerate
  • (3x actions) Crystal Dust (even if no tentacle is charged)


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