Melee 5 arms +12 1d4+2, 5 tentacles +17 1d6+5 plus grab Special Attacks constrict 1d6+5 Sorcerer Spells Known CL 12nd; concentration +17 6th 3—chain lightning DC 21 5th 6—major creation,
Trang 1CR 14
XP 38,400
LN Medium aberration (aquatic)
Init +8; Senses darkvision 60 ft., see in darkness;
Perception +24
D E FE N S E
AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural)
hp 200 (16d8+128)
Fort +15, Ref +11, Will +17
DR 10/piercing, Immune cold; Resist fire 10
O FFE N S E
Speed 30 ft., fly 120 ft (average), swim 40 ft.
Melee 5 arms +12 (1d4+2), 5 tentacles +17 (1d6+5 plus grab)
Special Attacks constrict (1d6+5)
Sorcerer Spells Known (CL 12nd; concentration +17)
6th (3)—chain lightning (DC 21)
5th (6)—major creation, telekinesis
4th (7)—black tentacles, confusion (DC 19), phantasmal
killer (DC 19) 3rd (7)—dispel magic, ray of exhaustion (DC 18),
suggestion (DC 18), tongues
2nd (7)—blindness / deafness (DC 17), detect
thoughts (DC 17), make whole, mirror image, web (DC 17)
1st (8)—charm person (DC 16), identify, mage armor,
obscuring mist, unseen servant
0 (at will)—acid splash, arcane mark, bleed (DC 15), detect
magic, ghost sound (DC 15), mage hand, message,
open/close, prestidigitation
S TAT I S T I C S Str 21, Dex 18, Con 27, Int 28, Wis 20, Cha 21 Base Atk +12; CMB +17; CMD 31
Feats Combat Casting, Craft Wondrous Item, Eschew Materials, Extend Spell, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
Skills Disable Device +20, Fly +23, Heal +21, Knowledge
(arcana) +28, Knowledge (engineering) +28, Knowledge (geography) +28, Knowledge (history) +28, Knowledge (nature) +28, Knowledge (any other) +28 or Profession (Yog-Sothothery philosopher) +24, Perception +24, Spellcraft +28, Swim +32, Use Magic Device +21
Languages Elder Thing, Mi-Go, Yithian
SQ amphibious, hibernation, limited starflight, no breath,
tentacles, scientific mind
E CO LO G Y Environment any Organization solitary, pair, pod (3–8), or expedition (9–16) Treasure standard
S PE CI A L A B I L I T I E S Arms (Ex) An elder thing’s arms are secondary attacks that
deal bludgeoning damage
Hibernation (Ex) An elder thing can enter a state of
hibernation at will Doing so takes 1 minute 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 If it succeeds, it awakens
in 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 saving throw 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 that environment despite the lack of air Unlike creatures with full starflight, an elder thing’s ability to fly
in outer space does not allow it to reach unusually high speeds If it wishes to travel from one planet to another, it 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
Scientific Mind (Ex) All knowledge skills are class skills for
an elder thing
Spells Elder things cast spells as 12th-level sorcerers Tentacles (Ex) An elder thing’s tentacles are primary
attacks that deal bludgeoning damage
Elder Thing
This creature resembles an
echinoderm with arm-like tentacles
that spring from its mid-section, a
star-shaped head, tube-veined wings,
a ridged barrel-like body, and thick
webbed tentacles emerging from its
base A piping or whistling, like an
eerie giggling, erupts as its five eyes
curve on their stalks to gaze at you.
What You See