Elder Thing (5e Creature)

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Elder Thing

Large aberration, lawful neutral


Armor Class 16 (natural armour)
Hit Points 45 (6d10 + 12)
Speed 20 ft., fly 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 18 (+4) 14 (+2) 10 (+0)

Skills Arcana +8, History +8
Senses passive Perception 12
Languages Elder Thing, telepathy 60 ft.
Challenge 3 (700 XP)


Amphibious. The elder thing can breathe air and water.

ACTIONS

Multiattack. The elder thing makes two attacks: one with its tentacles and one with its wing or with its crystal dust.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the elder thing can't grapple another target.

Wings. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Crystal Dust. Ranged Spell Attack: +4 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.


The elder things are an ancient race from outer space that travelled to this world millions of years ago. Their once mighty civilisation has collapsed and the elder things have moved underground or to the bottom of the ocean. Elder things are twice as tall as a human, have conical bodies, tentacles and leathery wings. They are very intelligent and communicate via telepathy in both directions. It is said that elder ones can switch their bodies or even move into the bodies of a member of a different species. Elder things have wings, but do not seem to be flyers.


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