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Elder Thing

Creature 5 (rare) — aberration, amphibious

SnareAnvilLANDAQUATICAERIALaberration

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. Known by vario

Source: gatewalkers-bestiary

Perception +14; darkvision
Languages aklo, common, elder-thing, migo, yithian
Skills acrobatics +11, arcana +14, Astronomy Lore +14, athletics +13, crafting +12, medicine +12, occultism +14, survival +12, thievery +11 (+13 to Disable a Device)
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
Speed 25 feet, fly 20 feet, swim 30 feet

Offense

Melee Tentacle (agile, unarmed) +13, Damage 2d6+6 bludgeoning plus Grab

Abilities

All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
No Breath — The elder thing doesn't breathe and is immune to effects that require breathing (such as inhaled poison).
Constrict — 2d6+6 bludgeoning, DC 22 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
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

WORKS WELL WITH

SniperLAND / AQUATIC / AERIALA dedicated ranged attacker can pour damage into a target that this grappler has already pinned in place.
CrasherLAND / AQUATIC / AERIALA fast melee striker can flood the rest of the group while this aberration ties up one target in a prolonged grapple.
MenderLAND / AQUATIC / AERIALSustaining healing lets this durable grappler keep a target constricted through a long attrition fight.

PUNISHES

✖ flanking tactics✖ melee reliance✖ isolated PCs
Avoid stacking with another grapple-focused controller; only one can profitably pin a given target at a time.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure Path: Gatewalkers.

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