ELDER THING
Type: Aberration
Size: Medium
Intelligence: High (13-15)Size: Medium
Hit Dice: 2 (6-8 hp)
Movement: 30 (Fly 10)
Armor Class: 13
Attacks: 2 slams (1d4) or by weapon.
Skills: Cast Magic Spell*, Chemistry, Communicate, Crack Codes, Display Knowledge, Hypnotize and Search.
Saving Throws: F15, R15, W11
Special: Survive vacuum of space, immune to cold, resistance to electricity and fire
Skills: Cast Magic Spell*, Chemistry, Communicate, Crack Codes, Display Knowledge, Hypnotize and Search.
Saving Throws: F15, R15, W11
Special: Survive vacuum of space, immune to cold, resistance to electricity and fire
Environment: Any
No. Appearing: Family (1d8)
XP Value: 200 (CL 3)
No. Appearing: Family (1d8)
XP Value: 200 (CL 3)
“Six feet end to end, three and five-tenths feet central diameter, tapering to one foot at each end. Like a barrel with five bulging ridges in place of staves. Lateral breakages, as of thinnish stalks, are at equator in middle of these ridges. In furrows between ridges are curious growths – combs or wings that fold up and spread out like fans. . . which gives almost seven-foot wing spread. “-H.P. Lovecraft, At the Mountains of Madness
The Elder Things, or Elderians, are an alien species of pseudo-protozoans that colonized Earth one billion years ago, when multicellular life first appeared. These aliens are great planet seeders and terraformers, being responsible to much of the Earth-compatible and Terran analogue species found across known space. Elderians are naturally immortal, and can travel across interstellar distances under their own power, though many use asteroid starship “arks” to carry themselves, equipment and servant creatures (usually Shoggoths) across space and hyperspace.
All Elder Things have all of the abilities of a Scholar of equal level to their hit dice (see Grit and Vigor Rulebook), with many Elderians having the Occultist* Scholar subclass. Because of this, all Elderians can be expected to have a wide range of high tech equipment (see here and here). Chemical and genetic engineering are major sciences of the Elderians, and they will continue to tinker with new life-forms wherever they dwell. They created the shoggoths to be their all-purpose slave race, and though rebellions do sometimes occur, these creatures are still a major servitor of the Elderians.
ELDERIANS IN THE 51st CENTURY
In the 51st Century, the Elderians are still players in the cosmic scheme of things, though they are reclusive and difficult to communicate with. Despite their very different physiology, the Elderians share many psychological traits with mankind. They have families (close acquaintances rather than biological kin), art, scientific curiosity and a sense of compassion. However, they remain aloof and distant due to the habit of some humans to actively collude with the the Outer Gods, Old Ones, the Star Spawn (the species of Cthulhu) and the MiGo, all ancient enemies of the Elderians. The only contact made with the Elderians is by individuals, tramp merchants and small colonial governments.
Elderian colonies can be found hidden in star systems across the galaxy. These worlds are always host to massive stone cities and vibrant ecosystem compatible with Earth life (though rarely safe). Many such worlds with life around a Precambrian to Paleozoic level of development (Ocean or Jungle Planets). Manners are strongly advised.
Most Elderian colony sites found across the Empire and the Fringe are ruins, long since overgrown. Ths is the result of the Elder Things ancient wars with the Star Spawn, Yithians and the MiGo. Such planets are always compatible with Earth-life with a "Lost World", sometimes hosting dinosaur-like beasts and even hominids. Wild Shoggoths and other ooze monsters are also always present.
Elderian colonies can be found hidden in star systems across the galaxy. These worlds are always host to massive stone cities and vibrant ecosystem compatible with Earth life (though rarely safe). Many such worlds with life around a Precambrian to Paleozoic level of development (Ocean or Jungle Planets). Manners are strongly advised.
Most Elderian colony sites found across the Empire and the Fringe are ruins, long since overgrown. Ths is the result of the Elder Things ancient wars with the Star Spawn, Yithians and the MiGo. Such planets are always compatible with Earth-life with a "Lost World", sometimes hosting dinosaur-like beasts and even hominids. Wild Shoggoths and other ooze monsters are also always present.
SHOGGOTH
Type: Ooze
Size: Huge
Intelligence: Non- High (13-18)
Hit Dice: 30 (90-120 hp)
Movement: 30 (Climb 30)
Armor Class: 13
Attacks: Slam (3d6)
Saving Throws: F3, R3, W3
Special: Immune to mind effects, resistance to weapons
Environment: Underground or Marine
No. Appearing: Solitary
XP Value: 3000 (CL 31)
“It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter.” -H.P. Lovecraft, At the Mountains of Madness
Shoggoths are the primary, all-purpose slave race of the Elderians, and can be found on Elderian asterod ships and colony worlds. While the basic shoggoth is approximately 15-feet in diameter when formed into a sphere, larger specimens exist. Being protoplasmic, shoggoths can form body parts as they need them, though they always have numerous eyes floating in their black, slimy form.
Most Shoggoths are mindless brutes, controlled by their masters via magic and chemical control. Over time however, shoggoths develop intelligence and seek to rebel against their creators. When this occurs, such creatures are terrible foes, and require great effort to subdue.
These rules use the Grit and Vigor Roleplaying Game by John Stater. An excellent game that uses the best part of old school games and the D20 systems for pulpy adventures. Check it out!