The Elder Tubbies: Tinthu-Winthu, Diptzeeth, Laghlagh and Poegorrath

Inspired by this art, from /u/rojom aka @jars.drawing

Elder Monstrosities

When the cosmos was young, and the first star smiled down upon the first planet, its laughter spoke of all the goodness and light to come. But the cosmos was cold and dark, so the star became afraid. With its power it moulded the primal energies of the young universe into four creatures, to be its company, playthings and entertainment. These four creatures had no understanding of their purpose, for they were not created to understand. They looked up to their star and awaited its glee as they clowned upon desolate plains.

Rising from their hole in the earth to cavort and tumble, not knowing what actions would bore or amuse their creator. Falling to slumber as the star's mirth faded.

If they ever found any joy in performance for their sun, it drained away over countless aeons, leaving them husks of creatures, barely cognizant of their dire wish for death, and yet rising each morning to entertain. Their star's mind was so very infantile, its desires so base, they became stunted, deformed, hateful in the fact of their existence, and unable to end themselves, their vitality tied to the powers of the first star.

And as the cosmos grew, new creatures formed, sparked by divine hands. New playthings for the jesters of the cosmic dark. New experiences to see, and to take, and to eat. And so fresh in the minds of the young, whose minds so resemble their creator, their most despised captor.

And so they seek.

Shared statblock

The Elder Tubbies share a common statblock, with individual traits to follow.

Some say "if you stat it, they will kill it". Some stats suggest that even if they do, they'll wish they hadn't.



Elder Tubby

Gargantuan aberration (elder one), neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 388
  • Speed 60ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 24 (+7) 20 (+5) 20 (+5) 24 (+7)

  • Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
  • Senses truesight (120ft), passive Perception 21
  • Languages None
  • Challenge 26 (90,000 XP)

Legendary Resistance (2/day). The elder one automatically succeeds on a saving throw.

Reality Distortion Field. The elder tubby warps the world around it. It is aware of the presence and location of any creature within 120ft, and it cannot be surprised by any means. Any ranged attack or spell which originates from outside this field automatically fails, and cannot negatively affect the elder tubby.

Excruciating Presence. A hostile creature that starts its turn within 120 feet of the elder tubby takes 4d6 psychic damage. This damage cannot be reduced or prevented by any means, including immunity to psychic damage, due to the unspeakably alien force of the elder tubby's mind. This ability can be suppressed by the elder tubby should it choose to do so.

Unspeakable Thoughts. Any attempt to read the thoughts of the elder tubby by magical means, or to understand its intentions through the use of insight automatically fail.

Torment. A creature reduced to 0 or fewer hit points by psychic damage dealt by the elder tubby becomes paralyzed instead of dying and unconscious, and can have negative hit points. The creature continues to take hit point damage, suffer negative effects, and feel pain, but cannot die unless the elder one permits it. If healing returns a creature to above 0 hit points, they cease to be paralyzed.

Tubby-Vision. At the start of their turn, a creature trapped within the elder tubby's chest cavity takes 10d6 psychic damage and must take a DC 21 Wisdom saving throw. On success they suffer no further negative effects. On failure, they become blind and incapacitated until the start of their next turn, their eyes covered entirely with static as their mind is seared with visions of indescribable loss and horror. Roll 1d4, with the affected creature permanently afflicted as follows depending on the result:

  1. They lose proficiency with a weapon they are most familiar with.
  2. They lose proficiency in the skill with their highest total bonus.
  3. They lose proficiency in the saving throw with their highest total bonus.
  4. Choose one other player character, privileging any with the closest bond. The afflicted creature loses all memories of that character, cannot form any new memories of that character, and cannot treat them as an ally ever again.

A creature can spend an action to try to escape the chest cavity by willing their way past the front pane. They must succeed on a DC 21 Charisma, Wisdom, or Intelligence saving throw, their choice, or else be rebuffed by the pane. On success they slump forward out of the cavity and fall prone. Regardless of success or failure, the elder tubby deals psychic damage equal to the total score rolled on the saving throw.

Actions

Summon the Elder Tubbies. If it feels threatened, the elder tubby summons its three companions. The four are Tinthu-Winthu, Diptzeeth, Laghlagh and Poegorrath. They appear within 120ft, and roll initiative separately.

Tellytime. One creature of the elder tubby's choice within 15ft must succeed on a DC 21 Charisma saving throw or be transported into the elder tubby's chest cavity. The cavity is a 20x10ft rectangular room walled with opaque black glass on all sides except for the front, which is made of a transparent, impossibly strong veil of force.

Baleful Glare. Ranged Weapon Attack: +13 to hit, reach 120 ft., one target. Hit: (4d10 + 10) psychic damage.



Tinthu-Winthu

Features

The Red Bag. Tinthu-Winthu may carry its Red Bag, which is its beloved item. It's contents are unknown.

Fond. Tinthu-Winthu wants to be close to living creatures and will always try to have another creature within 5 ft of it. It likes to give them a big hug.

The First. Tinthu-Winthu has advantage on initiative checks, and has +20 to its roll.

Actions

Big Hug. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage. If the target is a creature, it is Grappled (escape DC 20). Until this grapple ends, the target is Restrained, and Tinthu-Winthu can't use Big Hug on another target.

Open the Bag. Tinthu-Winthu shows one creature within 30ft the contents of The Red Bag. They must must make a DC 27 Wisdom saving throw, taking 67 (15d8) psychic damage on a failed save, or half as much damage on a successful one.



Diptzeeth

Features

The Dappled Hat. Diptzeeth may carry its Dappled Hat, a giant top-hat with a hole where the top should be, made of opaque black stone with white flecks. It is extremely slippery, requiring a DC 25 Strength (athletics) check in order to climb its sides.

Poser. Diptzeeth moves strangely, and poses eerily still. When it has spent no movement, it is treated as having light cover and being lightly obscured.

Dancer. The movements of Diptzeeth are unpleasant to the eye and hard to track. Any attack of opportunity against it is made at disadvantage.

Actions

Drop. Diptzeeth drops its entire bodyweight onto a creature, they must take a DC 21 Dexterity saving throw or be crushed beneath its backside, knocking all of the breath out of them and causing them to immediately begin suffocating. The creature may use an action to succeed on a DC 21 Strength saving throw in order to escape, whereby they appear prone in a space beside Diptzeeth. Diptzeeth may also stand up at any time, which frees the creature.

Throw the Hat. Diptzeeth throws its hat over a 15ft radius area. Any creatures within that space must succeed on a DC 21 Dexterity saving throw or be trapped inside the hat.



Lagh-Lagh

Features

The Orange Ball. Lagh-Lagh may carry its Orange Ball, which is its beloved item. It is a sphere of glowing energy captured from the first star.

Singer. Lagh-Lagh can sometimes be heard singing from far away. It sounds like a choir of children singing complex harmonies, and many curious travellers have been drawn to it.

Dreamer. Lagh-Lagh's face sometimes appears to people in dreams, especially those who have heard its song. It appears human-like, smiling a warm genuine smile. Those waking from such dreams often find themselves bleeding from the eyes, nose and mouth.

Actions

Twirl. Melee Weapon Attack: +13 to hit, reach 15 ft., targets all enemies within range. Hit: 36 (4d12 + 10) slashing damage.

Throw the Ball. Lagh-Lagh bounces the ball impossibly fast at 20ft radius area within 600ft. Creatures within the affected are must succeed on a DC 21 Constitution saving throw or become Stunned as the forces of the ball pass through them. At the end of their turn, affected creatures may repeat the saving throw, ending the condition on success.



Poegorrath

Features

The No-No. Poegorrath likes to spend time with a pet, known only as the No-No. Some say it was once the first human the Elder Tubbies came across, and that their time with it was particularly experimental. It has become a monstrous horror, its skin stretched out over too many new bones, shuffling around on a thousand tiny feet, its face distorted and stretched into something resembling a snout, from which the word "no" can be heard desperately, continually repeated. The No-No always seems hungry, and is constantly seeking new foods to provide it sustenance, no matter how repulsive. Its statblock is found below.

Fast. Poegorrath has a movement and climbing speed of 120ft.

Actions

Mind Slice. Poegorrath slices through the air with a flat palm, sending a ripple of energies into a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Intelligence saving throw, taking 50 (10d10) psychic damage on a failed save, or half as much damage on a successful one.

Summon the No-No. The No-No appears in a spot within 120ft and takes its turn immediately after Poegorrath.


The No-No

Large abomination


  • Armor Class 20 (natural armour)
  • Hit Points 280
  • Speed 60ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 18 (+4) 8 (-1) 8 (-1) 8 (-1)

  • Condition Immunities charmed
  • Senses passive Perception 18
  • Challenge 0 (4262 XP)

Snout. This creature gains advantage on any survival or perception checks to track or perceive creatures. Its effective range is 2,000ft.

Endless Hunger. This creature will attempt to devour any prone, paralyzed or unconscious creature it is aware of.

Ravening Insanity. The No-No will often stumble around madly, muttering to itself, its eyes wide in abject horror. Sometimes it will tip its malformed head back and open its snout wide in a pained expression, as though trying to scream.

Actions

Devour. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 25 (6d6 + 7) necrotic damage, which heals the No-No for the same amount. If the creature is prone, paralyzed or unconscious, the No-No instead eats the creature whole, gulping it down its snout in a single toothless mouthful. The creature's mind becomes a part of the No-No, feeling everything it does.