Monster Dossier

Elder Thing

Elder Thing is a fantasy monster entry from source GW3.

Level 5

Traits

rarelnmediumaberrationamphibious

Rules & statistics

Monster Profile

Perception

14

Senses

  • Name
    darkvision

Languages

Languages
  • aklo
  • common
  • elder thing
  • mi-go
  • vobrigraes

Skills

Acrobatics
11
Astronomy lore
14
Arcana
14
Athletics
13
Crafting
12
Medicine
12
Occultism
14
Survival
12
Thievery
Std
11
To Disable a Device
13

Ability Mods

Str
4
Dex
2
Con
4
Int
5
Wis
3
Cha
3

Defenses

Ac
21
Saving Throws
Fort
15
Ref
9
Will
12
Hp
  • Hp
    90
Immunities
  • cold
Resistances
  • Name
    fire
    Amount
    5

Speed

Walk
25
Fly
20
Swim
30

Attacks

  • Range
    Melee
    Traits
    • agile
    Name
    tentacle
    Attack
    13
    Damage
    2d6+6 bludgeoning plus Grab

Abilities

Mid
  • Name
    No Breath
    Entries
    • The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison).
Bot
  • Name
    Constrict
    Activity
    Number
    1
    Unit
    action
    Entries
    • 2d6+6 bludgeoning, DC 22
  • Name
    Hibernate
    Entries
    • The elder thing enters a state of hibernation after focusing its thoughts for 1 minute. While hibernating, an elder thing is unconscious. The elder thing can remain in hibernation as long as it wishes—while hibernating, it doesn't need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. Any effect that would normally rouse an unconscious creature can end an elder thing's hibernation, but the elder thing must attempt a DC 25 Will save. On a success, the elder thing awakens in 2d4 rounds; otherwise it takes 1d4 days to wake from hibernation. The elder thing can set the length of its hibernation when it enters this state, so that it can awaken after a set amount of time has passed. When awakening in this way, the elder thing does so in only 1d4 rounds, with no Will save necessary.
  • Name
    Unnatural Flight
    Entries
    • The elder thing's wings allow it to fly in regions where flight is normally impossible, such as outer space. It gains a +2 circumstance bonus to checks made to Maneuver in Flight, and on saving throws against effects that impede flight.

Background

Lore

No lore provided.