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Elder Thing — Dark Fantasy Monsters STL miniature by Clay Cyanide

Elder Thing

Dark Fantasy Monsters
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community147 views · 6 likes

Elder Thing — The Encounter

Star-headed elder of the frozen pre-human aeons · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Elder Thing

Long before the first ape stood upright, the Elder Things descended from the void on membranous wings, settling the frozen wastes when the seas were young. Neither beast nor god, they were makers: builders of cyclopean cities beneath polar ice, sculptors of life itself, and the unwitting parents of much that now crawls the earth. Their star-shaped heads bristle with eyes that see every direction at once, and they speak in piping whistles that no human throat can answer. Where they raise their cities, the angles run wrong and the stars wheel in patterns the mind refuses. They feel neither cruelty nor mercy, only a vast and patient curiosity, and to them a warm-blooded intruder is a specimen to be opened and catalogued. Those few who have wakened a slumbering Elder Thing from its glacial tomb describe not a monster but an intellect, ancient and indifferent, that regards your terror as merely another datum.

Run Elder Thing in Sixty Seconds

Elder Thing

Large aberration, lawful neutral

CR 5 · 1,800 XP · GUIDELINE
AC 16 (leathery rugose hide) HP 114 (12d10+48) Speed 30 ft., fly 40 ft.
STR18+4
DEX15+2
CON18+4
INT20+5
WIS16+3
CHA13+1
SavesInt +8, Wis +6
SkillsArcana +8, History +8, Perception +6
Resistcold; bludgeoning, piercing, and slashing from nonmagical attacks
Sensesdarkvision 120 ft., passive Perception 16
Languagesunderstands all but communicates by piping musical whistles and telepathy 60 ft.

Radial Anatomy. The elder thing's five-fold body has no front or back. It cannot be flanked, and attacks against it gain no advantage from being unseen by it. Once per turn it can make an opportunity attack with disadvantage immunity even against a creature that disengages.

Aeons of Knowledge. Signature. The elder thing has dwelt since before humankind and has dissected a thousand minds. When it hits a creature with a tentacle, it learns one fact the target knows (a password, a fear, a weakness); until the end of the elder thing's next turn, its attacks against that creature deal an extra 7 (2d6) psychic damage as it exploits what it has read.

Actions

Multiattack. The elder thing makes two Tentacle attacks and one Eyestalk Ray attack.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller.

Eyestalk Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 16 (3d8+3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be unable to take reactions until the start of its next turn.

Bonus Actions & Reactions

Alien Recoil. Reaction. When a creature the elder thing can see casts a spell or moves within 10 feet of it, the elder thing makes one Tentacle attack against that creature.

Legendary Actions (3/Round)

Whistling Glissando. The elder thing pipes an alien chord. Each creature within 15 feet must succeed on a DC 15 Wisdom saving throw or have disadvantage on its next attack roll or ability check (chosen by the elder thing).

Tentacle Strike. The elder thing makes one Tentacle attack.

Unfold Wings (Costs 2 Actions). The elder thing flies up to its fly speed without provoking opportunity attacks. If it ends this movement adjacent to a creature, that creature must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) slashing damage from the membranous wing-edges.

A barrel-bodied horror crowned by a starfish head of waving cilia and eyestalks, its five radiating limbs splaying into branching tentacles while vast ribbed wings unfurl like dark sails.

Elder Thing, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 14 HP 68 (scaled ×0.6) Speed 30 ft., fly 40 ft.
STR18+4
DEX15+2
CON18+4
INT20+5
WIS16+3
CHA13+1

Protoplasmic Mass (signature). The spawn is amorphous and can move through a space as narrow as 1 inch wide without squeezing. It has advantage on saving throws against being grappled or restrained.

Actions

Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 4 (1d8) acid damage.

Reactions

Engulfing Surge. When a creature within 5 feet hits the elder thing, the spawn flows between them; the attacker must succeed on a DC 14 Strength save or be knocked prone.

A churning hill of black slime studded with momentary eyes, bred by the elder things as a beast of burden and set to guard its sleeping master.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP45 (6d10+12) To-hit+4Save DC12

Open with the Eyestalk Ray to lock down a caster's reactions, then wade in and grapple the front-liner with tentacles. Use Alien Recoil to punish the first PC who casts a spell. Kill-priority: spellcasters first, since they have the lowest INT save and the ray shuts them off.

Tier 2Levels 5-10 · NATIVE
AC16HP114 (12d10+48) To-hit+7Save DC15

Run it as a true solo: open from the air with Eyestalk Ray on the party's caster, then land and grapple the strongest melee PC. Spend legendary actions on Tentacle Strike when bloodied to keep two PCs locked down, and Whistling Glissando before a big enemy turn. Alien Recoil makes spellcasting and approaching it both costly, so it out-actions a four-PC party. Kill-priority: whoever it last hit with a tentacle (Aeons of Knowledge tax).

Tier 3Levels 11-15 · GUIDELINE
AC18HP207 (18d12+90) To-hit+9Save DC16

At high tier run it from its lair, surrounded by shoggoth-spawn and lesser horrors that grapple while it rays from above. Pair it with a bigger threat such as a flying aberration patron; the elder thing is the brain, not the bruiser. Use Unfold Wings to reposition over the back line and Glissando to blunt the party's alpha strike, with minions soaking the front.

Put Elder Thing on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Elder Thing?

Its home statline is CR 5 (1,800 XP), tuned for a 5th-10th level party as a genuine solo boss thanks to its legendary actions and the Alien Recoil reaction. Scaled versions are provided for tiers 1 (~CR 2) and 3 (~CR 11) so you can drop it into almost any campaign.

Can Elder Thing be a companion or ally?

Not really — it is an ancient, indifferent alien intellect, not a follower. If you need a creature on the party's side, use the bound Shoggoth-Spawn companion (AC 14, 68 HP) provided here, an amorphous protoplasmic guardian that grapples and engulfs while the real elder thing schemes elsewhere.

How do I keep the Elder Thing from being a boring grappler?

Make it think. It is a scientist, not a brute: have it grapple to study, narrate the facts it reads with Aeons of Knowledge, and use Eyestalk Ray and Whistling Glissando to control the battlefield instead of just punching. The horror is its alien indifference, not its damage.

Tell Us How It Ran

Played Elder Thing at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included