Elder Thing
Large Aberration, Chaotic EvilAC 16
HP 209 (22d10 + 88)
Speed 20 ft., fly 90 ft. (hover), (hover)
STR
21 (+5)
Save +5
DEX
11 (+0)
Save +0
CON
18 (+4)
Save +9
INT
20 (+5)
Save +10
WIS
17 (+3)
Save +3
CHA
16 (+3)
Save +3
Saving Throws CON +9, INT +10
Resistances Bludgeoning; Piercing; Psychic; Slashing
Immunities Lightning
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 13
Languages Deep Speech; telepathy 120 ft.
CR 14
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). int 18, each creature in a 20-foot Emanation 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 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.