Elder Thing

(Ravenloft: The Horrors Within)

Large aberration, Chaotic Evil

Armor Class16
Hit Points209 (22d10 + 88)
Speed20 ft., fly 90 ft. (hover)
STRDEXCONINTWISCHA
21 (+5) 11 (+0) 18 (+4) 20 (+5) 17 (+3) 16 (+3)
Saving ThrowsCon +9, Int +10
Skills—
Damage Vulnerabilities—
Damage Resistancesbludgeoning; piercing; psychic; slashing
Damage Immunitieslightning
Condition Immunitiescharmed; frightened
SensesTruesight 120 ft., passive Perception 13
LanguagesDeep Speech; telepathy 120 ft.
Challenge14

Traits

Magic Resistance.

The elder thing has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The elder thing makes two Soothing Tentacle attacks and uses Psychic Skewer.

Soothing Tentacle.

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.

Mind-Scouring Spores (Recharge 6).

int DC 18, each creature in a 20-foot Emanation [Area of Effect] originating from the elder thing. Failure: 55 (10d10) Psychic damage. For 1 minute, whenever the target takes the Magic action, it takes 10 (3d6) Psychic damage. Success: Half damage only.

Psychic Skewer.

wis DC 18, one creature within 60 feet. Failure: 22 (4d10) Psychic damage. If the target has the Charmed condition, it gains 1 Exhaustion level and has the Stunned condition while Charmed.

Eldritch Magic (3/Day)

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).

3/day: Command, Detect Thoughts, Gust of Wind, Nondetection