Elder Thing

Large Aberration, Chaotic Evil

STR
21 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
20 (+5)
WIS
17 (+3)
CHA
16 (+3)
Magic Resistance.

The elder thing has Advantage on saving throws against spells and other magical effects.

Eldritch Magic (3/Day).

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

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 6).

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.

Psychic Skewer.

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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Elder Thing

Source: Ravenloft: The Horrors Within, p. 245 - Licenses and attribution