Amphibious: Cthulhu can breathe air or water.
Discorporation: When Cthulhu is dropped to o hit points, it is not destroyed it is simply dispelled back to its prison in R’lyeh and is unable to take any action until released from the seal of the Elder Sign.
Cosmic Might: Cthulhu can choose to take a -6 penalty to hit or save DC to deal 20 more damage.
Innate Spellcasting: Cthulhu’s spellcasting ability is Charisma (spell save DC23, +14 to hit with spell attacks). Cthulhu can immediately cast the following spells, requiring no material components.
- At Will: Hunger of Hadar (40ft radius and 2x damage), Phantasmal Killer (9th Level)
- 3/day each: Antipathy/Sympathy, Etherealness
- 1/day each: Timestop, Weird (10d10 damage)
Legendary Resistance (4/day): If Cthulhu fails a saving throw it can choose to succeed instead.
Limited Magic Immunity: Unless Cthulhu wishes to be affected it is immune to spells of 4th level and below and has advantage on saving throws against spells or magical effects.
Magic Weapons: Cthulhu’s weapons are considered +4 magical weapons.
Regeneration: Cthulhu regains 2d20+10 hit points at the start of its turn.
Seige Monster: Cthulhu deals double damage to objects, structures and Huge or larger creatures.
Multiattack: Cthulhu can use its frightful presence. It then makes either 4 Tentacle attacks or 2 Tentacle attacks and a Claw attack or 2 Claw attacks.
Bite: Melee Weapon Attack: +14 to hit, reach 15ft., 1 target. Hit: 56 (7d12 + 14) Piercing damage. If the target is large or smaller 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 effects outside Cthulhu. The creature also takes 30 (6d10) Acid damage at the start of Cthulhu’s turns. If Cthulhu takes 80 damage from a swallowed creature in one round or 160 damage externally then it must succeed on a Constitution save (DC25) or regurgitate all swallowed creatures.
Claw: Melee Weapon Attack: +14 to hit, reach 30ft., 1 target. Hit: 38 (4d12+14) Bludgeoning damage and the target must make a Strength/Dexterity Save against Cthulhu’s Strength or be grappled by Cthulhu. Until the grapple ends the target is restrained . Cthulhu can grapple up to 2 large or smaller creatures with its claws.
Tentacle: Melee Weapon Attack: +14 to hit, reach 60ft., 1 target. Hit: 32 (6d6+14) Bludgeoning damage and the target must make a Strength/Dexterity Save against Cthulhu’s Strength or be grappled by Cthulhu. Until the grapple ends the target is restrained . Cthulhu can grapple up to 10 large or smaller creatures with its tentacles.
Fling: One creature grappled by Cthulhu is thrown up to 100ft in a direction of its choosing and knocked prone. If a throw target hits a solid surface it takes 1d6 for every 10ft it was thrown. If the target is thrown at another creature the other creature must make a Dexterity save (DC21) or both creatures take the damage, on a successful save only the thrown creature takes damage.
Frightful Presence: Each creature within 100ft of Cthulhu must succeed on a Constitution save (DC19) or be afraid of Cthulhu. A creature can repeat the saving throw at the end of their turn. Once a creature saves against Cthulhu they become immune to fear for 1 year.
Psychic Blast (Recharge 5-6): Cthulhu emits a wave of Psychic energy in a 200ft radius of him. All creatures within the radius must make a Charisma Save (DC21) or take 140 (14d20) psychic damage and be stunned until the end of their next turn, on a successful save the creature takes half damage and isn’t stunned.
Cthulhu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Cthulhu regains any spent legendary actions at the start of its
Attack: Cthulhu makes 2 tentacle attacks or 1 claw attack or casts 1 spell.
Grappled: Cthulhu can bite or fling one grappled target.
Move: Cthulhu can move up to half its speed.
Regenerate: Cthulhu regenerates 40 hit points.
Teleport (Costs 2 Actions, 3/day): Cthulhu can innately cast the teleport spell.
Recharge (Costs 3 Actions): Cthulhu recharges Psychic Blast.
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