Large aberration, chaotic evil
- Armor Class
- 16
- Hit Points
- 209 (22d10 + 88)
- Speed
- fly 90 ft. (hover), 20 ft., canHover true ft.
- Challenge
- 14 (11,500 XP)
- Saving Throws
- Con +9, Int +10
- Damage Resistances
- bludgeoning; piercing; psychic; slashing
- Damage Immunities
- lightning
- Condition Immunities
- charmed; frightened
- Senses
- Truesight 120 ft., passive Perception 13
- Languages
- Deep Speech; telepathy 120 ft.
Traits
The elder thing has Advantage on saving throws against spells and other magical effects.
Actions
The elder thing makes two Soothing Tentacle attacks and uses Psychic Skewer.
Melee Attack Roll: +10, reach 10 ft. Hit: 14 (2d8 + 5) Psychic damage, and the target has the Charmed condition until the start of the elder thing's next turn.
int DC 18, each creature in a 20-foot Emanation originating from the elder thing. 55 (10d10) Psychic damage. For 1 minute, whenever the target takes the Magic action, it takes 10 (3d6) Psychic damage. Half damage only.
wis DC 18, one creature within 60 feet. 22 (4d10) Psychic damage. If the target has the Charmed condition, it gains 1 Exhaustion level and has the Stunned condition while Charmed.
Spellcasting
The elder thing casts Command, Detect Thoughts, Gust of Wind, or Nondetection, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18).