
Fantasy
Ancient magic weaves through towering castles, dense forests and sprawling kingdoms in conflict.
Played | 3 times |
Cloned | 0 times |
Created | 71 days ago |
Last Updated | 65 days ago |
Visibility | Public |

HP Range100 - 140 (Avg: 120)
AC15
XP3900
Description
Elder Things are ancient, alien beings that exhibit both vegetable and animal characteristics. With their unique radial symmetry and five-lobed brains, they are a blend of intelligence and primal instinct, capable of both thought and instinctual behavior.
Details
Size | Large |
Type | Monstrosity |
CR | 8 |
XP | 3900 |
Languages | Telepathy (120 feet) |
Defenses
Armor Class | 15 |
HP Range | 100 - 140 (Avg: 120) |
Damage Vulnerabilities | Fire |
Damage Resistances | Psychic, Poison |
Damage Immunities | None |
Condition Immunities | Poisoned |
Actions
Mind Blast (Recharge 5-6)
Elder Things can unleash a psychic blast in a 60-foot cone. Each creature in that area must make a DC 16 Intelligence saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.
Spore Cloud
Elder Things release a cloud of spores in a 30-foot radius. Creatures in the area must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute.
Tentacle Strike
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.