CREATURE 10
Perception +21; darkvision
Languages Aklo, Common, Elder Thing, Mi-Go, Vobrigraes
Skills Acrobatics +17, Arcana +21, Athletics +19, Crafting +21, Medicine +21, Occultism +23, Survival +19, Thievery +19 (+21 to Disable a Device), plus Eldritch Insight
Str +5 Dex +3 Con +5 Int +7 Wis +5 Cha +3
AC 29; Fort +19, Ref +17, Will +21
HP 218; Immunities cold; Resistances fire 10
No Breath As elder thing.
Speed 25 feet, fly 20 feet, swim 30 feet
Melee tentacle +20 (agile), Damage 2d8+11 bludgeoning plus Grab
Occult Innate Spells DC 29, attack +21; 5th black tentacles, mind probe, summon entity; 4th modify memory, phantom pain; 3rd hypercognition, mind reading; Cantrips (5th) daze, mage hand, read aura, sigil, telekinetic projectile
Constrict 2d8+11 bludgeoning, DC 29
Eldritch Insight (divination, occult) Frequency once per day; Effect By focusing its senses and thoughts on a single concept, an elder thing researcher can draw upon the thousands of years of deep memories. It then selects one of the following skills: Arcana, any Lore, Nature, Religion, or Society. Once the skill is chosen, the elder thing researcher can attempt checks for the selected skill using its Occultism modifier. This effect lasts until the elder thing researcher uses Eldritch Insight again to change its focus. If no focus is predetermined, assume an elder thing researcher has chosen to focus on Library Lore.
Hibernate As elder thing.
Unnatural Flight As elder thing.
Open Elder Thing Researcher in the interactive creatures list or browse all creatures starting with E.