Gargantuan Aberration, Neutral Evil
Armor Class 24 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 60 ft., fly 200 ft., swim 60 ft.
STR
30 (+10)
DEX
19 (+4)
CON
28 (+9)
INT
28 (+9)
WIS
30 (+10)
CHA
27 (+8)
Saving Throws DEX +13, CON +18, INT +18, WIS +19
Skills Arcana +18, History +18, Insight +19, Intimidation +17, Investigation +18, Nature +18, Perception +19, Religion +18
Damage Resistances Acid, Fire, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 300 ft., Truesight, Passive Perception 29
Languages Deep Speech, Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. Cthulhu can breathe air and water

Call of Cthulhu (Mythic Trait; Recharges after a Short or Long Rest). If Cthulhu would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points. Additionally, Cthulhu can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Cthulhu after its Call of Cthulhu activates.

Immortality. If Cthulhu is killed, its body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to its reach. This cloud blocks vision as fog cloud, but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 27 Constitution saving throw or be poisoned for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via resurrection, but has 5 levels of exhaustion and cannot take both a move and action in the same turn. At the end of each of its turns, Cthulhu makes a DC 20 Constitution saving throw to reduce its exhaustion level by 1. If slain again while suffering from this effect, Cthulhu reverts to vapor form again and its essence fades away after 2d6 rounds, returning to its birth place, Vhoorl.

Innate Spellcasting. Cthulhu's spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: astral projection, control weather, dispel magic, dream, phantasmal killer, sending, suggestion, teleport

3/day each: antipathy/sympathy, feeblemind, gate, plane shift, weird

1/day: power word stun, symbol, wish

Insanity. Any creature that attempts to interact directly with Cthulhu’s thoughts (such as via detect thoughts or telepathy) must succeed at DC 27 Wisdom saving throw or gain an indefinite madness. When using its telepathy to communicate Cthulhu doesn’t activate this feature unless he spends an action to focus its mind on one opponent.

Legendary Resistance (5/Day). If Cthulhu fails a saving throw, he can choose to succeed instead.

Magic Resistance. Cthulhu has advantage on saving throws against spells and other magical effects.

Nightmare Haunting. While on the Ethereal Plane or Material Plane, Cthulhu magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1minute, the target gains no benefit from its rest, and its hit point maximum is reduced by 7 (2d6). If this effect reduces the target’s hit point maximum to 0, the target dies and its soul travels to Vhoorl. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic. For every 5 minutes the visions last, the target gains a short-term madness. For every 10 minutes the visions last, the target gains a long-term madness.

Regeneration. Cthulhu regains 30 hit points at the start of its turn if he has at least 1 hit point.

Starflight. Cthulhu can survive in the void of outer space and flies through the cosmos at incredible speeds. The exact travel time varies from one trip to the next, but a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

Actions

Multiattack. Cthulhu makes three tentacle attacks, each of which he can replace with one use of Fling.

Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Cthulhu, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Cthulhu, and it takes 42 (12d6) acid damage at the start of each of Cthulhu's turns.

If Cthulhu takes 50 damage or more on a single turn from a creature inside him, Cthulhu must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Cthulhu. If Cthulhu dies, a swallowed creature is no longer restrained by him and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 22 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained. Cthulhu has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Cthulhu is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. Cthulhu magically creates three bolts of lightning, each of which can strike a target Cthulhu can see within 120 feet of him. A target must make a DC 25 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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. Cthulhu regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. Cthulhu makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 2 Actions). Cthulhu uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, Cthulhu expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Cthulhu . Each creature other than Cthulhu that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Cthulhu's next turn.

Mythic Actions

If Cthulhu's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Call of Cthulhu.

Mind-Shattering Presence (Costs 3 Actions). Each creature of Cthulhu’s choice within 300 feet of him and aware of him must succeed on a DC 17 Wisdom saving throw or die from terror. A creature immune to fear that fails its saving throw is stunned 1d4 rounds instead of killed. On a success, a creature is immune to Cthulhu’s Mind-Shattering presence for 1 minute.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 25 (3d8 + 10) slashing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained. Cthulhu has two claws, each of which can grapple one target.

Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds Cthulhu, and he gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches Cthulhu or hits him with a melee attack takes 26 (4d12) lightning damage.

Description

The Great Old One known as Cthulhu is the source of anxiety for all mankind and waits dreaming in the depths, waiting to rise once more and lay ruin to creation. Worshiped throughout history by dark cultists, Cthulhu is a massive, tentacled entity of immense power and malevolence.

Hundreds of feet in height, he is roughly humanoid in shape, with an octopoid head, wicked claws, and scaly wings.

This immense being is descended from Yog-Sothoth, an omniscient cosmic deity of great power.

The entity lies sleeping, its dreams affecting all of humanity, but legends tell of the day he will awaken.

Scholars write of an ancient war between cosmic good and evil, Great Old Ones and Elder Gods, ancient deities who reside in the distant depths of space. Cthulhu’s supposed birthplace is Vhoorl, in the 23rd Nebula.

As a Great Old One, Cthulhu is a foe beyond the powers of mortal heroes. Woe to those who should find themselves in conflict with such a being. Even the greatest of mages fear to scry upon Cthulhu for fear of being driven mad—if they don’t die of sheer terror first.

Monster Tags: Titanaberration

Habitat: Underwater

Mordaidies

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