Elder Thing

Medium monstrosity (mythos), lawful neutral

Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 20 ft., swim 40 ft.

15 (+2) 14 (+2) 16 (+3) 17 (+3) 15 (+2) 15 (+2)

Saving Throws Con +5, Wis +4
Damage Resistances fire
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Elder Thing
Challenge 3 (700 XP)

Special Traits

  • Does Not Breathe. Elder things can function in water as well as on land, survive the vastness of space, and do not need to breathe. They can still be affected by gasses and other attacks that do not require them to breathe.
  • Hibernation. An elder thing can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes�while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 15 Wisdom save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Wisdom saving throw necessary.
  • Limited Starflight. An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in that environment despite the lack of air. Unlike creatures with full starflight, an elder thing�s ability to fly in outer space does not allow it to reach unusually high speeds�an elder thing that wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way.
  • Special Equipment. The elder thing carries a sonic disruptor, a technological weapon.


  • Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 16 (5d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the elder thing can�t use its tentacles on another target.
  • Sonic Disruptor. Ranged Weapon Attack: +4 to hit, range 50/200 ft., one target, Hit: 6 (1d8+2) thunder damage. If this attack scores a critical hit, the target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the target is stunned until the end of the elder thing�s next turn.


Elder things are strange beings with star-shaped heads and numerous writhing appendages arranged radially around its barrel-shaped body. Known by various names on various worlds, often translating to �elder things� or �old ones,� these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the dreaded shoggoths).

They possess a boundless capacity for war and egotism.

Devices. Elder things may possess a variety of tools and weapons, including technological or magical inventions or mechanisms that blend both.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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