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Elder Thing Researcher

Creature 10 (rare) — aberration, amphibious

Pre-Remaster content. May include legacy alignment.

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. Known by various

Source: gatewalkers-bestiary (Pre-Remaster)

Perception +21
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 Fort +19 Ref +17 Will +21
HP 218
Immunities cold
Resistances fire 10
Speed 25 feet, fly 20 feet, swim 30 feet

Offense

Melee Tentacle +20, Damage 2d8+11 bludgeoning

Abilities

All-Around Vision — All Around Vision
No Breath — The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison).
Constrict — 2d8+11 bludgeoning, DC 29 Fortitude Constrict
Eldritch Insight (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.
Grab — Grab

Spells

Mind Probe (rank 5)
Slither (rank 5)
Summon Entity (rank 5)
Rewrite Memory (rank 4)
Hypercognition (rank 3)
Mind Reading (rank 3)
Daze (rank 1)
Phantom Pain (rank 1)
Read Aura (rank 1)
Sigil (rank 1)
Telekinetic Hand (rank 1)
Telekinetic Projectile (rank 1)

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