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Elder Thing

S TAT I S T I C S

What You See
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.
CR 14
XP 38,400
LN Medium aberration (aquatic)
Init +8; Senses darkvision 60 ft., see in darkness;
Perception +24
DEFENSE

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
OFFENSE

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

326

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
ECO LO GY

Environment any
Organization solitary, pair, pod (3–8), or expedition (9–16)
Treasure standard
SPECIAL ABILITIES

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.



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