Elder Thing Researcher

CREATURE 10

rare ln medium aberration amphibious 

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.

Gatewalkers #3: Dreamers of the Nameless Spires, page 85.

Open Elder Thing Researcher in the interactive creatures list or browse all creatures starting with E.