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- {
- "ac": 21,
- "alignment": "LN",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 3,
- "constitution": 4,
- "creature_ability": [
- "No Breath",
- "Constrict",
- "Hibernate",
- "Unnatural Flight"
- ],
- "creature_family": "Elder Thing",
- "creature_family_markdown": "[Elder Thing](/MonsterFamilies.aspx?ID=334)",
- "dexterity": 2,
- "exclude_from_search": false,
- "fortitude_save": 15,
- "hp": 90,
- "hp_raw": "90",
- "id": "creature-2501",
- "image": [
- "/Images/Monsters/ElderThing.png"
- ],
- "immunity": [
- "cold"
- ],
- "immunity_markdown": "[cold](/Traits.aspx?ID=27)",
- "intelligence": 5,
- "language": [
- "Aklo",
- "Common",
- "Elder Thing",
- "Mi-Go",
- "Yithian"
- ],
- "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)",
- "level": 5,
- "markdown": "<title level=\"1\" pfs=\"\">[Elder Thing](/Monsters.aspx?ID=2501)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nThe typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their laboratories. When one does deign to speak to a non-elder thing, it's either out of fear (for a creature they know vastly outstrips their own power) or with an insufferable sense of narcissistic superiority and impatience, like how an arrogant professor might speak to a student struggling with what they perceive to be a simple concept.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Aberration](/Rules.aspx?ID=563)**\r\n([Occultism](/Skills.aspx?ID=11)): DC 25\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 23\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 20\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/ElderThing.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 5\">[Elder Thing](/Monsters.aspx?ID=2501)</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. 84</row>\n\n**Perception** +14; [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) +11, [Astronomy Lore](/Skills.aspx?ID=8) +14, [Arcana](/Skills.aspx?ID=2) +14, [Athletics](/Skills.aspx?ID=3) +13, [Crafting](/Skills.aspx?ID=4) +12, [Medicine](/Skills.aspx?ID=9) +12, [Occultism](/Skills.aspx?ID=11) +14, [Survival](/Skills.aspx?ID=16) +12, [Thievery](/Skills.aspx?ID=17) +11\r\n\r\n<row gap=\"medium\">\r\n**Str** +4\r\n\r\n**Dex** +2\r\n\r\n**Con** +4\r\n\r\n**Int** +5\r\n\r\n**Wis** +3\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** 21 [all-around vision](/MonsterAbilities.aspx?ID=1)\r\n\r\n**Fort** +15 \r\n\r\n**Ref** +9 \r\n\r\n**Will** +12 \n\n</row>\r\n\r\n**HP** 90\n\n**Immunities**\r\n[cold](/Traits.aspx?ID=27)\r\n\r\n**Resistances**\r\n[fire](/Traits.aspx?ID=72) 5\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 +13 ([Agile](/Traits.aspx?ID=170)),\r\n**Damage** 2d6+6 bludgeoning plus [Grab](/MonsterAbilities.aspx?ID=18)\n\n**[Constrict](/MonsterAbilities.aspx?ID=10)** <actions string=\"Single Action\" /> 2d6+6 bludgeoning, DC 22\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\" />",
- "name": "Elder Thing",
- "npc": false,
- "perception": 14,
- "rarity": "rare",
- "reflex_save": 9,
- "release_date": "2023-03-29",
- "resistance": {
- "fire": 5
- },
- "resistance_markdown": "[fire](/Traits.aspx?ID=72) 5",
- "resistance_raw": " fire 5",
- "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. 84</row>\r\n\r\n**Creature Family** [Elder Thing](/MonsterFamilies.aspx?ID=334)\r\n\r\n<row gap=\"medium\">\r\n**HP** 90\r\n\r\n**AC** 21\r\n\r\n**Fort** +15\r\n\r\n**Ref** +9\r\n\r\n**Will** +12\r\n\r\n**Perception** +14\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThe typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Medium"
- ],
- "skill": [
- "Acrobatics +11",
- "Astronomy Lore +14",
- "Arcana +14",
- "Athletics +13",
- "Crafting +12",
- "Medicine +12",
- "Occultism +14",
- "Survival +12",
- "Thievery +11"
- ],
- "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +11, [Astronomy Lore](/Skills.aspx?ID=8) +14, [Arcana](/Skills.aspx?ID=2) +14, [Athletics](/Skills.aspx?ID=3) +13, [Crafting](/Skills.aspx?ID=4) +12, [Medicine](/Skills.aspx?ID=9) +12, [Occultism](/Skills.aspx?ID=11) +14, [Survival](/Skills.aspx?ID=16) +12, [Thievery](/Skills.aspx?ID=17) +11",
- "source": [
- "Pathfinder #189: Dreamers of the Nameless Spires"
- ],
- "source_raw": [
- "Pathfinder #189: Dreamers of the Nameless Spires pg. 84"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Gatewalkers",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #189: Dreamers of the Nameless Spires](/Sources.aspx?ID=195) pg. 84</row>",
- "speed": {
- "fly": 20,
- "land": 25,
- "max": 30,
- "swim": 30
- },
- "speed_markdown": "25 feet, fly 20 feet, swim 30 feet",
- "speed_raw": "25 feet, fly 20 feet, swim 30 feet",
- "spell_markdown": "",
- "spoilers": "Gatewalkers",
- "strength": 4,
- "strongest_save": [
- "fort",
- "fortitude"
- ],
- "summary": "The typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their …",
- "summary_markdown": "The typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their …",
- "text": " Elder Thing The typical elder thing is a scientist first and anything else second, but they don't hesitate to use force to achieve their needs or defend their laboratories. When one does deign to speak to a non-elder thing, it's either out of fear (for a creature they know vastly outstrips their own power) or with an insufferable sense of narcissistic superiority and impatience, like how an arrogant professor might speak to a student struggling with what they perceive to be a simple concept. Recall Knowledge - Aberration (Occultism): DC 25 Unspecific Lore : DC 23 Specific Lore : DC 20 Elder Thing Source Pathfinder #189: Dreamers of the Nameless Spires pg. 84 Perception +14; darkvision Languages Aklo, Common, Elder Thing, Mi-Go, Yithian Skills Acrobatics +11, Astronomy Lore +14, Arcana +14, Athletics +13, Crafting +12, Medicine +12, Occultism +14, Survival +12, Thievery +11 Str +4 Dex +2 Con +4 Int +5 Wis +3 Cha +3 --- AC 21 all-around vision Fort +15 Ref +9 Will +12 HP 90 Immunities cold Resistances fire 5 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 +13 (Agile), Damage 2d6+6 bludgeoning plus Grab Constrict Single Action 2d6+6 bludgeoning, DC 22 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. ",
- "trait": [
- "Aberration",
- "Amphibious",
- "Rare",
- "LN",
- "Medium"
- ],
- "trait_markdown": "[Aberration](/Traits.aspx?ID=1), [Amphibious](/Traits.aspx?ID=207), [Rare](/Traits.aspx?ID=137)",
- "trait_raw": [
- "Aberration",
- "Amphibious",
- "Rare"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=2501",
- "vision": "Darkvision",
- "weakest_save": [
- "ref",
- "reflex"
- ],
- "weakness": {},
- "will_save": 12,
- "wisdom": 3
- }
|