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Elder Thing
- STR
- 21 (+5)
- DEX
- 11 (+0)
- CON
- 18 (+4)
- INT
- 20 (+5)
- WIS
- 17 (+3)
- CHA
- 16 (+3)
The elder thing has Advantage on saving throws against spells and other magical effects.
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
Actions
The elder thing makes two Soothing Tentacle attacks and uses Psychic Skewer.
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.
Intelligence Saving Throw: DC 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.
Wisdom Saving Throw: 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.
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Source: Ravenloft: The Horrors Within, p. 245 - Licenses and attribution