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)
- Types Size 5 Sapient Blobular Organism (Aberration, Elder Thing)
- Reach 5 feet
- Speed Land 20 feet, Swim 30 feet
ATTRIBUTES (2 XP)
- +2 Constitution, +2 Intelligence
LANGUAGES (1 XP)
- Starting Languages: Aklo, Astral, Lesser Telepathy, and one other of their choice.
- Bonus Languages: Any except secretive languages such as Druidic.
INNATE ABILITIES (24 XP)
- All-Around Vision (4 XP): Elder Things cannot be flanked unless surrounded by at least 6 foes.
- Amphibious (2 XP): Elder things can breathe both air and water.
- Blobular (2 XP): Elder things have a +4 innate (racial) bonus to Parry defense against trip maneuvers and to saving throws against effects that attempt to knock them prone.
- Lesser Telepathy (4 XP): Elder Things can communicate telepathically with any creature within Short range. Like spoken speech, this requires a shared language for creatures to understand each other.
- Slow (-2 XP): Elder things have only a 20 ft. land speed.
- Swimming (5 XP): Elder things have a swim speed of 30 ft., a +4 innate (racial) bonus on Swim rolls, and can always take 10 on Swim rolls.
- Ultravision (2 XP): Ignore concealment created by dim light and darkness. They cannot perceive color in total darkness, only shades of grey.
- Void Adaption (8 XP): Elder things have Resistance 1 to Cold and Fire and are immune to the detrimental effects of being exposed to a vacuum, able to hold their breath normally in such an environment. They treat high gravity and high pressure (such as being deep beneath the ocean surface) as one environmental hazard degree less dangerous than normal.
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.