Fear Aura. At the start of each of Cthulhu's turns, each creature within 50 feet must make a Wisdom save vs DC 14 or be struck with Fear. The characters can reroll this check at the end of each turn. Once they succeed, they are immune to the effect for the next 24 hours.
Magic Resistance. Cthulhu has advantage on saving throws against spells and other magical effects.
Magic Weapons. Cthulhu's natural attacks are considered magical.
Multiattack. During its turn, Cthulhu can make two melee attacks, which include one claw and a tentacle attack to any creature that is in range.
Claw. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 25 (3d10 + 10) slashing damage.
Tentacles. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (3d12 + 12) bludgeoning damage. On a successful hit, the creature is grappled and will automatically take this damage each subsequent round until freed. The character can escape with an Athletics or Acrobatics check with DC 15.
Psychic Blast (3/day). As a Legendary Action, Cthulhu can eminate a blast of psyhcic energy in a 100' radius. Everyone in the area of effect must make a Intelligence save vs DC 14, or it takes 24 (8d6) psychic damage.
Description
Cthulhu is an avatar of The Great Old One. He is a cosmic demon from the Far Realms, but currently sleeps in an ancient city deep at the bottom of the ocean. He is gargantuan in size, and is a bipedal creature with a fat, green, groteque blob of a body; while his feet and hands end in large talons. Large bat wings protrude from his back to enable flight. His head appears as a giant octopus with tentacles flailing around a hidden mouth.
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