Gargantuan Aberration (Shapechanger), Chaotic Evil
Armor Class 19 Natural Armour
Hit Points 198 (16d20 + 30)
Speed 25 ft., Swim 45 ft., Burrow 15 ft., Climb 20 ft.
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
11 (+0)
WIS
15 (+2)
CHA
1 (-5)
Saving Throws STR +12, CON +11, WIS +7
Skills Intimidation +22, Perception +24
Damage Vulnerabilities Force, Lightning, Radiant, Slashing from a Vorpal Sword
Damage Resistances Fire, Damage from Spells
Damage Immunities Acid, Cold, Necrotic, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Charmed, Frightened, Prone
Senses Darkvision, Truesight, Passive Perception 20
Languages Aquan, Deep Speech, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. Cthulhu can breath air and water.

Sunlight Sickness. If Cthulhu is in complete and direct sunlight, and is in its true form, it has disadvantage on perception checks and saving throws.

Ugliness: Cthulhu automatically fails any Charisma check except Intimidation checks and DC 10 or lower saving throws.

Shapeshifter. Cthulhu uses one action to polymorph into a large squid, medium humanoid or back into its true form. When in squid form, Cthulhu can't use stomp and when in humanoid, can't use tentacles or reel. If Cthulhu is in squid or true form and turns into its humanoid form, all creatures grappled by it are ungrappled. It reverts to it's true form if it dies.

Spellcasting. The Cthulhu is a 13th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Cthulhu has following spells prepared:
6th level (3 slots):  Flesh to stone, circle of death, eye bite
7th level (3 slots):  Finger of death

Actions

Stomp (2/day). Melee Weapon Attack: +12 to hit, targets (all creatures within 200ft). Hit: 37 (4d20 + 15) bludgeoning damage and 11 (2d6+4) piercing damage.

Tentacle. RangedWeapon Attack: +5 to hit, range 20/150 ft., 3 targets. Hit: 29 (3d12 + 10) bludgeoning damage and 19 (3d6) acid damage and the target is grappled (escape DC 19). Cthulhu can grapple 6 creatures at a time.

Reel. All creatures grappled by Cthulhu must make a DC 17 Strength (Athletics) check, moving 40ft towards Cthulhu on a failure, or 20ft on a success.

 

Reactions

Squash. If Cthulhu takes 45 or more damage in one go from a creature 20ft or less away, it makes a stomp attack with no take away from its twice a day feature.

Legendary Actions

Attack. Cthulhu attacks with tentacles or reel.

Dodge. Cthulhu hides, dodges or disengages.

Submerge. Next time Cthulhu submerges, it teleports to its lair.

Recover. Cthulhu gains 10 HP and all used spell slots.

Lair and Lair Actions

This underwater cave is in a pocket of air and is cover in shining gemstones from around the planes.

Lair Actions

On initiative count 20 (losing initiative ties), the Cthulhu takes a lair action to cause one of the following effects; the Cthulhu can’t use the same effect two rounds in a row:

  • Paralysis gas fills the Entrance.
  • All creatures in the lair (including Cthulhu) must make a DC 15 Constitution check, or fall unconscious for 1 round (Cthulhu does so with advantage).

Regional Effects

The region containing a legendary Cthulhu's lair is cursed, which creates one or more of the following effects:

  • All creatures within 500ft of the lair that are not Abberations, Undead or Constructs must make a DC 15 Charisma (Intimidation) check every hour or swim back to the surface.
  • Every minute, when in Cthulhu's waters, a humanoid must succeed on a DC 13 Constitution Saving throw or take 11 (2d10) acid damage and be poisoned for 1 day.

If the Cthulhu dies, these effects fade over the course of 1d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2021 4:03:15 PM
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2/22/2021 4:08:31 PM
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2/22/2021 4:10:41 PM
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2/23/2021 1:06:19 PM
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2/23/2021 1:12:03 PM
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3/13/2022 1:49:29 PM
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Habitat: Coastal

Al_45Celestial

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