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Elder Thing



The Elder Things (also known as the Old Ones and Elder Ones) are extraterrestrials that arrived on the planet during the Great Starfall. Elder Things are ancient, methodical, and alien. They think in geological timeframes, value knowledge over emotion, and may regard younger races with detached curiosity—or quiet stewardship. Elder Things are brilliant, enduring, and alienly composed, but less physically powerful than most humanoids.

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CREATURE TRAITS (27 RP)




ATTRIBUTES (2 XP)



LANGUAGES (1 XP)




INNATE ABILITIES (24 XP)




ADDITIONAL ABILITIES

Elder Things begin with their innate traits and can gain additional traits from the following list as feats.

CONSTRICTING TENTACLES (4 XP)
Prerequisites: Elder Thing, level 3rd.
Benefit:You gain a tentacle natural attack (1d4 damage). If you successfully grapple a creature, you deal constrict damage equal to your tentacle damage + Strength modifier each round.

FLIGHT (4 XP)
Prerequisites: Elder Thing, level 3rd.
Benefit: You gain a Fly as an innate tier 4 occult power.

GRASPING LIMBS (4 XP)
Prerequisites: Elder Thing, Str 13.
Benefit: You gain Improved Grapple as a bonus feat (you do not need to meet the prerequisites). You gain a +4 innate (racial) bonus on grapple checks, but only when using tentacles.

LARGE (7 XP)
Prerequisites: Elder Thing, Str 13.
Benefit: You increase your size from 5 to 6, gaining the normal modifiers for being that size.

SCHOLARS OF LOST EONS (2 XP)
Prerequisites: Elder Thing, Int 13.
Benefit: You gain a +2 innate (racial) bonus on Knowledge (arcana) and Spellcraft.

VOID DRIFT (4 XP)
Prerequisites: Elder Thing, Con 15.
Benefit: As a full-round action you can enter a state of hibernation that functions as temporal stasis. You must consume rare chemicals and substances costing the effects normal material component cost no more than a week before being able to activate this. While hibernating, you do not need to eat, sleep, or breath, do not age, and can survive comfortably in a vacuum. However, you are helpless and unconscious. You may set a wake-up time of up to 1 year later. You awaken in 1d4+1 rounds if disturbed.