Elder Thing
“Discover the terrifying truth about the Elder Things: ancient alien architects of chaos and creators of monsters, lurking in the shadows of our universe!”
Elder Things are strikingly alien, featuring elongated, barrel-shaped bodies covered in ridges. At one end, they possess a starfish-like head adorned with multiple eyes at the tips of its appendages. Their bodies include five long tentacles and a mass of smaller tendrils for locomotion, while five sets of wings can unfurl from their sides. Typically, they stand about 6 feet tall and weigh around 450 pounds, with a heavy, syrupy green blood that emanates a nauseating odor.
Behavior:
Highly intelligent and curious, Elder Things exhibit complex social behaviors and artistic inclinations. They engage in philosophical pursuits and possess a deep interest in creating intricate works of art and architecture. Despite their sophisticated minds, they can also be egotistical and prone to violent conflict, particularly when their interests are threatened.
Habitat:
Elder Things are adaptable, inhabiting various environments, including deep oceans and barren lands. They prefer to colonize uninhabited planets, where they can establish long-term settlements without the interference of sentient life. They can survive in the vacuum of space, using their wings for limited travel.
Modus Operandi:
These creatures utilize a combination of their natural abilities and advanced technologies in their activities. They can manipulate their environment with their tentacles, hibernate for extended periods during interstellar travel, and have a history of creating other life forms, such as shoggoths, for labor and defense. Their interactions with other species can range from collaborative to hostile, depending on their goals.
Motivation:
Elder Things are driven by a blend of curiosity and ambition. They seek knowledge about the universe and often engage in wars for territorial dominance. Their hubris can lead to catastrophic decisions, particularly in their experiments with the life they create, illustrating a tragic flaw in their otherwise advanced intellect.
Elder Thing 5e
Elder Thing Pathfinder
Elder Thing
Medium aberration, lawful neutral
Armor Class 17 (natural armor)
Hit Points 142 (19d8 + 57)
Speed 30 ft., fly 20 ft. (hover), swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 17 (+3) | 20 (+5) | 16 (+3) | 16 (+3) |
Saving Throws Int +9, Wis +7, Cha +7
Skills Arcana +9, Perception +7, Investigation +9, History +9
Damage Resistances fire, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Elder Thing, Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP)
Traits
Amphibious. The Elder Thing can breathe air and water.
Limited Starflight. It can survive in the void of space, and its wings allow it to fly at standard speeds in the absence of atmosphere. However, it does not possess the ability to achieve the vast speeds needed for interplanetary travel without hibernation.
Hibernation. It can enter a hibernation state, becoming unconscious for long periods, immune to aging, hunger, and thirst. It can awaken in 1d4 rounds if damaged or disturbed by powerful magic. If left undisturbed, it can set its wake time to up to centuries later.
All-Around Vision. The Elder Thing’s star-shaped head allows it to see in all directions. It has advantage on Wisdom (Perception) checks, and it can’t be flanked.
No Breath. The Elder Thing does not need to breathe and is immune to effects that require breathing.
Actions
Multiattack. The Elder Thing makes three attacks: one with its tentacles and two with its branch-like arms.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15). The Elder Thing can grapple up to two creatures at a time.
- Constrict (Recharge 5–6). While grappling a target, the Elder Thing can constrict. The target takes 14 (3d6 + 4) bludgeoning damage, and the Elder Thing can attempt to crush the target in its tentacles. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute.
Branch Arms. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Eldritch Pulse (Recharge 6). The Elder Thing releases a wave of alien energy. Each creature within a 30-foot cone must make a DC 16 Intelligence saving throw. On a failed save, the creature takes 27 (6d8) psychic damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t stunned.
Innate Spellcasting (Psionics). The Elder Thing’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect thoughts, mage hand, mending
- 3/day each: counterspell, greater invisibility, telekinesis
- 1/day each: plane shift, wall of force
Reactions
Reactive Teleportation. When a creature moves within 10 feet of the Elder Thing, it can use its reaction to teleport up to 20 feet to an unoccupied space it can see.
Tactics
- Opening Moves: The Elder Thing prefers to begin combat by using its Eldritch Pulse or telekinesis to disrupt enemy lines, stunning key targets or throwing obstacles and enemies aside. It then follows up by grappling weaker foes with its tentacles, attempting to Constrict them.
- Psionic Defense: If faced with a strong magical opponent, the Elder Thing uses counterspell strategically and casts greater invisibility to position itself away from heavy damage. Its Innate Spellcasting offers great versatility in countering spellcasters and controlling the battlefield.
- Mobility: Its ability to Reactive Teleport makes it difficult to pin down. It prefers to teleport to high ground, corners, or behind cover to avoid ranged attacks.
- Weakness Exploitation: The Elder Thing’s intelligence makes it keenly aware of its enemies’ weaknesses. It will target less-armored or injured creatures with relentless focus, using its Innate Spellcasting to disable stronger threats.
- Flight and Hibernation: If the fight turns against it, the Elder Thing may retreat using its flight ability, disappearing into the environment or, if desperate, entering Hibernation in a concealed location for centuries until the danger has passed.
Legendary Actions
The Elder Thing can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Elder Thing regains spent legendary actions at the start of its turn.
- Psionic Blast (Costs 2 Actions): The Elder Thing emits a psychic blast. Each creature within 15 feet of it must make a DC 16 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much on a successful one.
- Move (Costs 1 Action): The Elder Thing moves up to its speed without provoking opportunity attacks.
- Arcane Shift (Costs 2 Actions): The Elder Thing magically teleports up to 60 feet to a space it can see.
Environment: The Elder Thing is most comfortable in the ocean depths or forgotten ruins but can adapt to space, frozen landscapes, or subterranean worlds. It prefers areas rich in strange flora, glowing fungi, or alien architecture.
This strange creature has a star-shaped head and numerous writhing appendages arranged radially around its barrel-shaped body.
[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]
Source: Pathfinder d20pfsrd.com
Known by various names on various worlds, but most often as ‘elder things’ or ‘old ones,’ these strange creatures have very little of the humanoid in their shape, yet their philosophies and goals shine with very human features – fundamental curiosities about the nature of life, deep interests and skills in creating lasting works of art and architecture, and a boundless capacity for war and egotism.
An elder thing’s body is the shape of an elongated barrel featuring ridges that run from one end to the other. The creature’s head rests at one end – a starfish-shaped organ with eyes at the tips of the arms, stalked feeding tubes, and a mouthlike opening at the center. At the other end of its body coil five long tentacles and a wriggling mass of smaller tendrils – the creature’s primary source of locomotion on land. Five sets of wings can extend from its body, along with five sets of branchlike arms ending in numerous small feelers that work akin to a human’s fingers and hands; both sets of limbs can be retracted into the body as needed. A typical elder thing is 6 feet from head to foot, with a 7-foot wingspan. Surprisingly heavy for their size, an elder thing generally weighs about 450 pounds.
Elder Thing CR 5 |
XP 1,600 LN Medium aberration (aquatic)Init +2; Senses all-around vision, Darkvision 60 ft.; Perception +13 |
DEFENSE |
AC 18, touch 12, flat-footed 16 (+2 Dexterity, +6 natural) hp 59 (7d8+28)Fort +8, Ref +4, Will +8Defensive Abilities limited starflight; Immune cold; Resist fire 10 |
OFFENSE |
Speed 30 ft., Fly 20 ft. (clumsy), Swim 40 ft. Melee 5 tentacles +7 (1d4+2 plus grab)Special Attacks constrict (1d4+2) |
STATISTICS |
Strength 15, Dexterity 14, Constitution 19, Intelligence 20, Wisdom 16, Charisma 17 Base Atk +5; CMB +7 (+11 grapple); CMD 19 (can’t be tripped)Feats Combat Expertise, Combat Reflexes, Endurance, Great FortitudeSkills Disable Device +9, Fly +4, Heal +10, Knowledge (arcana) +15, Perception +13, Spellcraft +15, Survival +13, Swim +20, Use Magic Device +10Languages Elder ThingSQ amphibious, hibernation, no breath |
SPECIAL ABILITIES |
Hibernation (Ex) An elder thing can enter a state of hibernation at will. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes. While in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 20 Will save to awaken within 2d4 rounds; otherwise it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Will save necessary. Limited Starflight (Ex) An elder thing can survive in the void of outer space, and its wings allow it to use its Fly speed in outer space despite the lack of air. Unlike creatures with full starflight (like the shantak), an elder thing’s ability to Fly in outer space does not allow it to reach unusual speeds – an elder thing who wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way. No Breath (Ex) An elder thing does not breathe, and is immune to any effects that require breathing (such as inhaled poison). |
ECOLOGY |
Environment any Organization solitary, pair, pod (3-8), or city (9+)Treasure standard |
Ecology
Elder things are most at home in water, yet comfortable on land as well. While quite heavy, they are capable of flight, although this method of transportation is one without grace for an elder thing. Even the depths of outer space hold little danger for these creatures, and there are few places in the universe that are barred from their exploration.
An elder thing’s blood is thick and syrupy, with a nauseating green tinge and an even more nauseating odor. Many animals, dogs in particular, find this scent unpleasant or downright frightening, driven to extremes of fear or violence if confronted with it. The creature possesses both lungs and gills, but its physiology is also capable of shutting itself down completely in times of need, allowing it to enter a state of profound hibernation during the course of a long journey or when faced with no other recourse than to retreat into a well-defended bunker or vault to outwait danger.
Highly intelligent, the elder things are no stranger to magic or technology. While their bodies are decidedly inhuman, they possess analogous limbs that function well enough for them to utilize weapons or magical items similarly to most humanoids. Obvious exceptions such as armor, helms, boots, and gloves are unusable by elder things unless they are crafted in such a way as to fit their unusual bodies, but their limbs can easily accommodate things like rings, amulets, bracers, belts, and even cloaks. Most elder things eschew melee weapons, opting instead for their natural weapons, magic, or strange technological items for combat, but they are capable of wielding any weapon a human could in their strong, agile tentacles.
Habitat & Society
The elder things are travelers’with the ability to navigate interstellar distances, their kind has journeyed to and settled upon countless planets throughout the universe. The time required to make such journeys is significant, so once a colony arrives on a planet, they generally remain for eons, only sending new colonists out into the darkness when the urge or need to find a new home grows too strong. In some cases, elder things who dwell too long upon a planet lose the ability to survive in outer space, effectively stranding that colony for the rest of time.
Elder things have their own language ‘a strange sounding ‘tongue’ consisting of haunting piping sounds and shrill cries that are difficult for humans to mimic. The written version of this language incorporates a radial pattern of markings’ to the untrained eye, elder thing writing looks like a random sequence of dots in strange circular patterns. The elder things prefer to colonize planets devoid of sentient life, for among their great sciences is the art of creating new organisms. The elder things often engage in war against other societies for dominance of such ripe planets- their histories are filled with accounts of such wars against mi-go, star-spawn of Cthulhu, or as in the case of the world, the aboleths. In this instance, the aboleths won the war, yet not so decisively so as to prevent small colonies of elder things from establishing footholds here and there in remote corners of the world.
Elder things are cited in many blasphemous texts as the creators of the dreaded shoggoth- a creature bred for its versatility and strength and used to erect vast cities for the elder things to dwell in. Yet the race’s egotism often exceeds its discretion, as in the case of the shoggoth. Uprisings of shoggoth slaves who develop Intelligence over the course of several generations have spelled the doom for countless elder thing colonies, yet most elder things consider such events to be the failures of ‘lesser minds,’ thinking themselves above the level of making such mistakes. On other worlds, the elder things are said to have created even wider varieties of life, and it may be that the elder things are the true source of entire alien ecosystems.
More About the Old OnesLovecraft is certainly the source of the cliche that presents an alien or a monster as ‘too unthinkable to describe,’ yet when one reads his stories, more often than not he presents exacting descriptions of his monsters. If you’re looking for more information about these creatures and how they might figure into your campaign world’s history, you should check out -At the Mountains of Madness,- or Chaosium’s epic adventure ‘Beyond the Mountains of Madness’ at chaosium.com.Both works present an incredible amount of detail about these fascinating entities. |
Section 15: Copyright Notice – Pathfinder Adventure Path #46: Wake of the Watcher
Pathfinder Adventure Path #46: Wake of the Watcher. © 2011, Paizo Publishing, LLC; Author: Greg A. Vaughan