Elder Thing Researcher.json 13 KB

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  1. {
  2. "ac": 29,
  3. "alignment": "LN",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 3,
  7. "constitution": 5,
  8. "creature_ability": [
  9. "No Breath",
  10. "Constrict",
  11. "Eldritch Insight",
  12. "Hibernate",
  13. "Unnatural Flight"
  14. ],
  15. "creature_family": "Elder Thing",
  16. "creature_family_markdown": "[Elder Thing](/MonsterFamilies.aspx?ID=334)",
  17. "dexterity": 3,
  18. "exclude_from_search": false,
  19. "fortitude_save": 19,
  20. "hp": 218,
  21. "hp_raw": "218",
  22. "id": "creature-2502",
  23. "immunity": [
  24. "cold"
  25. ],
  26. "immunity_markdown": "[cold](/Traits.aspx?ID=27)",
  27. "intelligence": 7,
  28. "language": [
  29. "Aklo",
  30. "Common",
  31. "Elder Thing",
  32. "Mi-Go",
  33. "Yithian"
  34. ],
  35. "language_markdown": "[Aklo](/Languages.aspx?ID=13), [Common](/Languages.aspx?ID=1), [Elder Thing](/Languages.aspx?ID=105), [Mi-Go](/Languages.aspx?ID=67), [Yithian](/Languages.aspx?ID=74)",
  36. "level": 10,
  37. "markdown": "<title level=\"1\" pfs=\"\">[Elder Thing Researcher](/Monsters.aspx?ID=2502)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nAs one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder thing researchers are among the more frequently encountered of these incredibly rare beings, for their nature and interests often see them traveling to distant worlds to explore and lay the foundations for later conquest and colonization. Elder thing researchers often carry strange weapons or tools that merge technology with magic.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Aberration](/Rules.aspx?ID=563)**\r\n([Occultism](/Skills.aspx?ID=11)): DC 32\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 30\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 27\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 10\">[Elder Thing Researcher](/Monsters.aspx?ID=2502)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"LN\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n<trait label=\"Amphibious\" url=\"/Traits.aspx?ID=207\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 85</row>\n\n**Perception** +21; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Aklo](/Languages.aspx?ID=13), [Common](/Languages.aspx?ID=1), [Elder Thing](/Languages.aspx?ID=105), [Mi-Go](/Languages.aspx?ID=67), [Yithian](/Languages.aspx?ID=74)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +17, [Arcana](/Skills.aspx?ID=2) +21, [Athletics](/Skills.aspx?ID=3) +19, [Crafting](/Skills.aspx?ID=4) +21, [Medicine](/Skills.aspx?ID=9) +21, [Occultism](/Skills.aspx?ID=11) +23, [Survival](/Skills.aspx?ID=16) +19, [Thievery](/Skills.aspx?ID=17) +19\r\n\r\n<row gap=\"medium\">\r\n**Str** +5\r\n\r\n**Dex** +3\r\n\r\n**Con** +5\r\n\r\n**Int** +7\r\n\r\n**Wis** +5\r\n\r\n**Cha** +3\r\n</row>\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 29 [all-around vision](/MonsterAbilities.aspx?ID=1)\r\n\r\n**Fort** +19 \r\n\r\n**Ref** +17 \r\n\r\n**Will** +21 \n\n</row>\r\n\r\n**HP** 218\n\n**Immunities**\r\n[cold](/Traits.aspx?ID=27)\r\n\r\n**Resistances**\r\n[fire](/Traits.aspx?ID=72) 10\n\n**No Breath** The elder thing doesn't breathe and is immune to effects that require breathing (such as [inhaled](/Traits.aspx?ID=96) poison).\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet, fly 20 feet, swim 30 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\ntentacle +20 ([Agile](/Traits.aspx?ID=170)),\r\n**Damage** 2d8+11 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)\r\n\r\n**Occult Innate Spells** DC 29, attack +21\r\n- **Cantrips (5th)**\r\n[Daze](/Spells.aspx?ID=61), [Mage Hand](/Spells.aspx?ID=177), [Read Aura](/Spells.aspx?ID=246), [Sigil](/Spells.aspx?ID=286), [Telekinetic Projectile](/Spells.aspx?ID=334)\r\n- **3rd**\r\n[Hypercognition](/Spells.aspx?ID=156), [Mind Reading](/Spells.aspx?ID=194)\r\n- **4th**\r\n[Modify Memory](/Spells.aspx?ID=200), [Phantom Pain](/Spells.aspx?ID=220)\r\n- **5th**\r\n[Black Tentacles](/Spells.aspx?ID=23), [Mind Probe](/Spells.aspx?ID=193), [Summon Entity](/Spells.aspx?ID=321)\r\n\r\n**[Constrict](/MonsterAbilities.aspx?ID=10)** <actions string=\"Single Action\" /> 2d8+11 bludgeoning, DC 29\r\n\r\n**Eldritch Insight** <actions string=\"Three Actions\" /> ([Divination](/Traits.aspx?ID=47), [Occult](/Traits.aspx?ID=120)) **Frequency** once per day; **Effect** By focusing its senses and thoughts on a single concept, an elder thing researcher can draw upon the thousands of years of deep memories. It then selects one of the following skills: [Arcana](/Skills.aspx?ID=2), any [Lore](/Skills.aspx?ID=8), [Nature](/Skills.aspx?ID=10), [Religion](/Skills.aspx?ID=13), or [Society](/Skills.aspx?ID=14). Once the skill is chosen, the elder thing researcher can attempt checks for the selected skill using its [Occultism](/Skills.aspx?ID=11) modifier. This effect lasts until the elder thing researcher uses Eldritch Insight again to change its focus. If no focus is predetermined, assume an elder thing researcher has chosen to focus on Library Lore.\r\n\r\n**Hibernate** The elder thing enters a state of hibernation after focusing its thoughts for 1 minute. While hibernating, an elder thing is unconscious. The elder thing can remain in hibernation as long as it wishes—while hibernating, it doesn't need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. Any effect that would normally rouse an unconscious creature can end an elder thing's hibernation, but the elder thing must attempt a DC 25 Will save. On a success, the elder thing awakens in 2d4 rounds; otherwise it takes 1d4 days to wake from hibernation. The elder thing can set the length of its hibernation when it enters this state, so that it can awaken after a set amount of time has passed. When awakening in this way, the elder thing does so in only 1d4 rounds, with no Will save necessary.\r\n\r\n**Unnatural Flight** The elder thing's wings allow it to fly in regions where flight is normally impossible, such as outer space. It gains a +2 circumstance bonus to checks made to [Maneuver in Flight](/Actions.aspx?ID=30), and on saving throws against effects that impede flight.\r\n\r\n</column>\n\n<document level=\"2\" id=\"creature-family-334\" />",
  38. "name": "Elder Thing Researcher",
  39. "npc": false,
  40. "perception": 21,
  41. "rarity": "rare",
  42. "reflex_save": 17,
  43. "release_date": "2023-03-29",
  44. "resistance": {
  45. "fire": 10
  46. },
  47. "resistance_markdown": "[fire](/Traits.aspx?ID=72) 10",
  48. "resistance_raw": " fire 10",
  49. "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Aberration\" url=\"/Traits.aspx?ID=1\" />\r\n<trait label=\"Amphibious\" url=\"/Traits.aspx?ID=207\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 85</row>\r\n\r\n**Creature Family** [Elder Thing](/MonsterFamilies.aspx?ID=334)\r\n\r\n<row gap=\"medium\">\r\n**HP** 218\r\n\r\n**AC** 29\r\n\r\n**Fort** +19\r\n\r\n**Ref** +17\r\n\r\n**Will** +21\r\n\r\n**Perception** +21\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAs one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder …\r\n</summary>",
  50. "sense": " darkvision ",
  51. "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
  52. "size": [
  53. "Medium"
  54. ],
  55. "skill": [
  56. "Acrobatics +17",
  57. "Arcana +21",
  58. "Athletics +19",
  59. "Crafting +21",
  60. "Medicine +21",
  61. "Occultism +23",
  62. "Survival +19",
  63. "Thievery +19"
  64. ],
  65. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +17, [Arcana](/Skills.aspx?ID=2) +21, [Athletics](/Skills.aspx?ID=3) +19, [Crafting](/Skills.aspx?ID=4) +21, [Medicine](/Skills.aspx?ID=9) +21, [Occultism](/Skills.aspx?ID=11) +23, [Survival](/Skills.aspx?ID=16) +19, [Thievery](/Skills.aspx?ID=17) +19",
  66. "source": [
  67. "Pathfinder #189: Dreamers of the Nameless Spires"
  68. ],
  69. "source_raw": [
  70. "Pathfinder #189: Dreamers of the Nameless Spires pg. 85"
  71. ],
  72. "source_category": "Adventure Paths",
  73. "source_group": "Gatewalkers",
  74. "source_markdown": "<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 85</row>",
  75. "speed": {
  76. "fly": 20,
  77. "land": 25,
  78. "max": 30,
  79. "swim": 30
  80. },
  81. "speed_markdown": "25 feet, fly 20 feet, swim 30 feet",
  82. "speed_raw": "25 feet, fly 20 feet, swim 30 feet",
  83. "spell": [
  84. "Black Tentacles",
  85. "Mind Probe",
  86. "Summon Entity",
  87. "Modify Memory",
  88. "Phantom Pain",
  89. "Hypercognition",
  90. "Mind Reading",
  91. "Daze",
  92. "Mage Hand",
  93. "Read Aura",
  94. "Sigil",
  95. "Telekinetic Projectile"
  96. ],
  97. "spell_markdown": "[Black Tentacles](/Spells.aspx?ID=23), [Daze](/Spells.aspx?ID=61), [Hypercognition](/Spells.aspx?ID=156), [Mage Hand](/Spells.aspx?ID=177), [Mind Probe](/Spells.aspx?ID=193), [Mind Reading](/Spells.aspx?ID=194), [Modify Memory](/Spells.aspx?ID=200), [Phantom Pain](/Spells.aspx?ID=220), [Read Aura](/Spells.aspx?ID=246), [Sigil](/Spells.aspx?ID=286), [Summon Entity](/Spells.aspx?ID=321), [Telekinetic Projectile](/Spells.aspx?ID=334)",
  98. "spoilers": "Gatewalkers",
  99. "strength": 5,
  100. "strongest_save": [
  101. "will"
  102. ],
  103. "summary": "As one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder …",
  104. "summary_markdown": "As one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder …",
  105. "text": " Elder Thing Researcher As one would expect from a species capable of living for thousands of years, many elder things grow more powerful than the standard specimen. Elder thing researchers are among the more frequently encountered of these incredibly rare beings, for their nature and interests often see them traveling to distant worlds to explore and lay the foundations for later conquest and colonization. Elder thing researchers often carry strange weapons or tools that merge technology with magic. Recall Knowledge - Aberration (Occultism): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Elder Thing Researcher Source Pathfinder #189: Dreamers of the Nameless Spires pg. 85 Perception +21; darkvision Languages Aklo, Common, Elder Thing, Mi-Go, Yithian Skills Acrobatics +17, Arcana +21, Athletics +19, Crafting +21, Medicine +21, Occultism +23, Survival +19, Thievery +19 Str +5 Dex +3 Con +5 Int +7 Wis +5 Cha +3 --- AC 29 all-around vision Fort +19 Ref +17 Will +21 HP 218 Immunities cold Resistances fire 10 No Breath The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison). --- Speed 25 feet, fly 20 feet, swim 30 feet Melee Single Action tentacle +20 (Agile), Damage 2d8+11 bludgeoning plus Grab Occult Innate Spells DC 29, attack +21 - Cantrips (5th) Daze, Mage Hand, Read Aura, Sigil, Telekinetic Projectile - 3rd Hypercognition, Mind Reading - 4th Modify Memory, Phantom Pain - 5th Black Tentacles, Mind Probe, Summon Entity Constrict Single Action 2d8+11 bludgeoning, DC 29 Eldritch Insight Three Actions (Divination, Occult) Frequency once per day; Effect By focusing its senses and thoughts on a single concept, an elder thing researcher can draw upon the thousands of years of deep memories. It then selects one of the following skills: Arcana, any Lore, Nature, Religion, or Society. Once the skill is chosen, the elder thing researcher can attempt checks for the selected skill using its Occultism modifier. This effect lasts until the elder thing researcher uses Eldritch Insight again to change its focus. If no focus is predetermined, assume an elder thing researcher has chosen to focus on Library Lore. Hibernate The elder thing enters a state of hibernation after focusing its thoughts for 1 minute. While hibernating, an elder thing is unconscious. The elder thing can remain in hibernation as long as it wishes—while hibernating, it doesn't need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. Any effect that would normally rouse an unconscious creature can end an elder thing's hibernation, but the elder thing must attempt a DC 25 Will save. On a success, the elder thing awakens in 2d4 rounds; otherwise it takes 1d4 days to wake from hibernation. The elder thing can set the length of its hibernation when it enters this state, so that it can awaken after a set amount of time has passed. When awakening in this way, the elder thing does so in only 1d4 rounds, with no Will save necessary. Unnatural Flight The elder thing's wings allow it to fly in regions where flight is normally impossible, such as outer space. It gains a +2 circumstance bonus to checks made to Maneuver in Flight, and on saving throws against effects that impede flight. ",
  106. "trait": [
  107. "Aberration",
  108. "Amphibious",
  109. "Rare",
  110. "LN",
  111. "Medium"
  112. ],
  113. "trait_markdown": "[Aberration](/Traits.aspx?ID=1), [Amphibious](/Traits.aspx?ID=207), [Rare](/Traits.aspx?ID=137)",
  114. "trait_raw": [
  115. "Aberration",
  116. "Amphibious",
  117. "Rare"
  118. ],
  119. "type": "Creature",
  120. "url": "/Monsters.aspx?ID=2502",
  121. "vision": "Darkvision",
  122. "weakest_save": [
  123. "ref",
  124. "reflex"
  125. ],
  126. "weakness": {},
  127. "will_save": 21,
  128. "wisdom": 5
  129. }