Gargantuan Monstrosity, Lawful Evil
Armor Class 19 Natural Armor
Hit Points 900 (30d20 + 585)
Speed 20 ft., swim 30 ft., fly 50 ft.
STR
30 (+10)
DEX
16 (+3)
CON
25 (+7)
INT
28 (+9)
WIS
18 (+4)
CHA
10 (+0)
Skills Arcana +20, Intimidation +11
Damage Resistances Acid, Cold, Fire, Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 400 ft., Passive Perception 22
Languages Deep Speech, Telepathy 200 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9

Amphibious. Cthulhu can breathe in air and water.

Legendary Resistance (3/day). If Cthulhu fails a saving throw, he can choose to succeed on it instead.

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): Eldrich Blast, Shape Water, Thaumaturgy

1st Level Spells (7 Slots): Detect Magic, Magic Missile, Shield

2nd Level Spells (6 Slots): Blindness/Deafness, Darkness, Hold Person, 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, Telekenisis

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

Sunlight Sensitivity. Cthulhu has disadvantage on attack rolls and perception checks involving sight when he, the target of his attack, or whatever he is trying to see is in direct sunlight.

Actions

Multiattack. Cthulhu can use his mind blast if it is recharged. He then makes a Sword of Cthulhu attack and casts one spell that takes an action or bonus action to cast. 

Sword of Cthulhu. Melee Weapon Attack: +14 to hit, reach 20ft., one target. *Hit* 8d8 + 10 magical slashing damage, and the target must succeed a DC 23 Constitution saving throw or have disadvantage on all Strength, Dexterity, and Constitution saving throws for 1 minute.

Action Ranged Attack. Melee Weapon Attack: Target must be Huge or larger.  Reach 15ft. The target must make a DC 23 Dexterity (Acrobatics) or Strength (Athletics) check or takes 5d10 + 9 psychic damage and is grappled. If the target is already grappled, it is stunned for 1 minute. If Cthulhu makes this attack while grappling someone against anyone other than the grappled creature, the grappling effect ends.

Mind Blast (Recharge 6). Cthulhu the Risen magically emits psychic energy in a 100-foot cone. Each creature in that area must succeed on a DC 21 Intelligence saving throw or take 7d8 + 4 psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Cthulhu can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. Cthulhu regains spent legendary actions at the beginning of his turn.

Claw (Costs 1 Action). Melee Weapon Attack: +14 to hit, reach 15ft., one target. *Hit* 4d6 + 10 slashing damage.

Recharge (Costs 1 Action; Only usable once per round). Cthulhu can attempt to recharge *Mind Blast* if it is currently uncharged.

Buffeting Wings (Costs 2 Actions). Every creature of large or smaller size within 30 feet of Cthulhu must succeed on a DC 23 Strength check or be pushed 20 ft.

Description

A gigantic creature, just barely humanoid in shape, rises from the water over a small town. Summoning a fireball in his hand, he throws it at a row of houses, completely destroying them. He then opens his hideous tendril mouth and lets out a blast of pure psionic energy, killing nearly everyone near him. The destruction continues until just before dawn, when he slinks back into the ocean.

Lair and Lair Actions

Lair Actions

On initiative count 15 (losing initiative ties), Cthulhu takes a lair action to cause one of the following effects; Cthulhu can’t use the same effect two rounds in a row:

  • A small tidal wave flows through the lair. Any creatures without a swimming speed must succeed on a DC 20 Strength saving throw or be pushed 15 ft. from the origin point (any of the pillars in the room) and be knocked prone.
  • A terrifying noise reverberates across the pillars, heralding something from the great beyond. Every creature that is not an aberration must make a DC 17 wisdom check or be frightened of Cthulhu until the next lair action is taken.
  • An unidentifiable but noxious smell sweeps around the lair. Every creature that is not Cthulhu or an aberration must make a DC 18 Constitution saving throw or have disadvantage on all attack rolls and ability checks until the top of the initiative order. 

Regional Effects

The region of sea where R'yleh begins to emerge is tainted by the presence of the massive city, creating one or more of the following effects:

  • Large storm clouds circle the point above the central tower for 1 mile. 
  • Water for 6 miles around R'yleh are especially rough, and smaller boats cannot get close for fear of capsizing.

If Cthulhu is killed and R'yleh sinks back to the depths, the effects immediately end, and the affected animals die within 1d8 days.

Alisonthedead