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.
Rubber Skin. Any time he is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Cthulhu is unaffected. On a 6, Cthulhu is unaffected, and the effect is reflected back at the caster as though it originated from Cthulhu, turning the caster into the target.
Evil God. He deals double damage to religious objects and structures.
Spellcasting. Cthulhu is a 9th-level spellcaster. Its spellcasting ability is Constitution (spell save DC #, +# to hit with spell attacks).
He has the following warlock spells prepared:
4th level: Summon Aberration, Summon greater demon,
7th level: Power Word: Pain,
8th level: Feeblemind, Maddening darkness, Abi-Dalzim's Horrid Wilting,
9th level: Power word: kill, True Polymorph, Psychic Scream
He has the following wizard spells prepared:
9th level: Wish, time stop, time ravage, invulnerability,
He has the following Druid spells prepared:
8th level: Earthquake,
Multiattack. He can use his Frightful Presence. It then makes five attacks: one with its tentacles, two with its claws, and one with its tail.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Tentacles. One creature grappled by Cthulhu must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The 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: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of his choice within 120 feet of it and aware of it must succeed on a DC 17 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 He 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 + Frightful Presence for the next 24 hours.
Invoke Madness Each creature of his choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become maddened
Telepathy Even though he cannot speak he can still talk with people by broadcasting his thoughts into their mind
Loki The god tells the target that they can get their deepest desire the target must make a Wisdom saving throw of DC18 or they will be under his control for 1d6 turns. the saving throw can be made again at the end of the targets turn
He 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. He regains spent legendary actions at the start of his turn.
Attack. He makes one claw attack or tail attack.
Move. He moves up to half its speed.
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