Immortal nature Cthulhu does not need to breathe eat or sleep
Palingenesis. When Cthulhu is reduced to 0 hit points or killed, only his physical shell is destroyed.
Death Throes. When Cthulhu dies, it explodes, and each creature within 5 miles of it must make a DC 25 Dexterity saving throw, taking 50 (5d10) Thunder damage on a failed save, or half as much damage on a successful one.
Release the Kraken. As a bonus action Cthulhu summons one kraken which will be summoned into space within a mile of it Cthulhu can't use this again until it finishes a long rest
call of Cthulhu. As a bonus action Cthulhu can summon a amount of aberration,s Who's total maximum hit points do not exceed 500 as an action it cannot do this again until it finishes a long rest
Immutable Form. Cthulhu is immune to any spell or effect that would alter its form unless it chooses to be affected
Magic Weapons. Cthulhus weapon attacks are magical.
Spellcasting. Cthulhu is a 21st level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +14 to hit with spell attacks). Cthulhu the Risen has the following spells prepared.
Cantrips (At-Will): [Tooltip Not Found] Shape Water, Thaumaturgy
1st Level Spells (7 Slots): Detect Magic Magic Missile, Shield
2nd Level Spells (6 Slots): Blindness/Deafness, Darkness, Hold Person, [/spell] Levitate.
3rd Level Spells (5 Slots): Blink, Counterspell, Fireball, Wall of Water
4th Level Spells (5 Slots): Dimension Door, Evard's Black Tentacles, Greater Invisibility, Watery Sphere
5th Level Spells (5 Slots): Bigby's Hand, Contact Other Plane, Hold Monster, [Tooltip Not Found]
6th Level Spells (4 Slots): Disintegrate True Seeing
7th Level Spells (3 Slots): Finger of Death, Teleport, Whirlwind
8th Level Spells (2 Slots): Antimagic Field, Control Weather, Feeblemind, Power Word Stun, Tsunami
9th Level Spells (1 slot): Meteor Swarm, Storm of Vengeance, Wish
Unnerving Aura creatures within 1500 feet of Cthulhu must make a dc25 wisdom saving throw or have disadvantage on all rolls for 24 hours
Aberrant Awareness. Cthulhu knows if it hears a lie.
Reflective Carapace. Any time Cthulhu is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d12 On a 1 to 11 Cthulhu is unaffected. On a 12, cthulhu is unaffected, and the effect is reflected back at the caster as though it originated from cthulhu, turning the caster into the target.
Regeneration. Cthulhu regains 25 hit points at the start of its turn. If Cthulhu takes radiant damage, this trait doesn’t function at the start of Cthulhu,s next turn. Cthulhu dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Unatural health (recharges 5-6) Cthulhu may use as many hit dice as it wants as a bonus action
Legendary Resistance (3/Day). If Cthulhu fails a saving throw, it can choose to succeed instead.
Magic Resistance. Cthulhu has advantage on saving throws against spells and other magical effects.
Siege Monster. Cthulhu deals double damage to objects and structures.
Mucous Cloud. While underwater, cthulhu is surrounded by transformative mucus. A creature that touches cthulhu or that hits it with a melee attack while within 5 feet of it must make a DC 25 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Probing Telepathy. If a creature communicates telepathically with cthulhu, cthulhu learns the creature's greatest desires if Cthulhu can see the creature.
Multiattack. Cthulhu makes five attack or casts five spells or any combination of spells and attacks that in total adds up to five
Sword of Cthulhu. Melee Weapon Attack: +15 to hit, reach 40ft., one target. *Hit* 4d12+10 magical slashing damage, and the target must succeed a DC 25 Constitution saving throw or have disadvantage on all Strength, Dexterity, and Constitution saving throws for 1 minute.
Tentacle. Melee Weapon Attack: +15 to hit, reach 25ft., one target. Hit: 55 (5d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed Additionally If the target is a creature, it is grappled (escape DC 25). If the target is Huge or smaller, it is also restrained until this grapple ends. While grappling the target, Cthulhu has advantage on attack rolls against it. Cthulhu can grapple a maximum of four creatures at a time. When Cthulhu moves, any Huge or smaller target it is grappling moves with it.
Otherworldly Gaze. A creature of Cthulhu's choice that is within 120 feet of Cthulhu must succeed on a DC 25 Intelligence saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.
Wing. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (3d10 + 5) bludgeoning damage. The target has to succeed on a DC 25 Strength check or will be knocked prone.
Acid Breath (Recharge 5–6). Cthulhu exhales acid in a 300-foot line that is 100 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 55 (5d10+5) acid damage on a failed save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Frightful Presence. Each creature of Cthulhu ’s choice within 150 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Cthulhu is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Cthulhus Frightful Presence for the next 24 hours.
Eldritch Howl. Cthulhu emits a soul-splintering howl. Each creature in a 60-foot radius around Cthulhu must make a DC 25 Constitution saving throw, taking 30 (3d10) thunder damage on a failed save and being deafened until the end of its next turn, or half as much damage on a successful one. Each creature also has to make a DC 25 Intelligence saving throw, taking 30 (3d10) psychic damage on a failed save, or half as much damage on a successful one. Not being able to hear does not protect against this attack.
Mind Blast (Recharge 5–6). Cthulhu magically emits psychic energy. Creatures of Cthulhu’s choice within 150 feet of it must succeed on a DC 25 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tail. Melee Weapon Attack: +15 to hit, reach 30ft. one target. Hit: 24 (4d6 + 10) bludgeoning damage.
Enslave (3/Day). cthulhu targets one creature it can see within 30 feet of it. The target must succeed on a DC 25 Wisdom saving throw or be magically charmed by cthulhu until cthulhu dies The charmed target is under Cthulhus control and can't take reactions, and cthulhu and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 100 miles away from Cthulhu.
Cthulhu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Detect. .cthulhu makes a Wisdom (Perception) check.
Tail Swipe. chulhu makes one tail attack.
Psychic Drain (Costs 2 Actions). One creature charmed by Cthulhu takes 10 (3d6) psychic damage, and Cthulhu regains hit points equal to the damage the creature takes.
Lair and Lair Actions
cthulhu lairs in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen city. cthulhu spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
Lair Actions
When fighting inside its lair, cthulhu can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), cthulhu takes a lair action to cause one of the following effects:
- Cthulhu casts phantasmal force (no components required) on any number of creatures it can see within 1500 feet of it. While maintaining concentration on this effect, cthulhu can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to cthulhus phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- Pools of water within 1500 feet of cthulhu surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 25 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. cthulhu can’t use this lair action again until it has used a different one.
- Water in cthulhus lair magically becomes a conduit for the creature’s rage. cthulhu can target any number of creatures it can see in such water within 1500 feet of it. A target must succeed on a DC 25 Wisdom saving throw or take 10 (2d10) psychic damage. cthulhu can’t use this lair action again until it has used a different one.
Regional Effects
The region containing cthulhus lair is warped by the creature’s presence, which creates one or more of the following effects:
- Underground surfaces within 10 miles of cthulhus lair are slimy and wet and are difficult terrain.
- Cthulhu can alter the weather at will in a 10 mile radius centered on its lair. The effect is identical to the control weather spell.
- Water sources within 10 miles of the lair are supernaturally fouled. Enemies of cthulhu that drink such water vomit it within minutes.
- As an action, cthulhu can create an illusory image of itself within 10 mile of the lair. The copy can appear at any location cthulhu has seen before or in any location a creature charmed by cthulhu can currently see. Once created, the image lasts for as long as cthulhu maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like cthulhu. cthulhu can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears
- Anyone who spends 24 hours within 10 miles of Cthulhu must make a DC 25 wisdom saving throw Anyone who fails rolls on the indefinite madness table
- Anyone who dies within 10 miles of Cthulhu is turned into a dethlok wight under Cthulhus Control
.If cthulhu dies, the first two effects fade over the course of 2d6 years all the others fade immediately .
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