Elder Thing

Large Aberration, Chaotic Evil
RHW

AC 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.