Gargantuan Monstrosity, Chaotic Evil
Armor Class 23 Natural
Hit Points 547 (63d20 + 17)
Speed 60 ft., Swim 30 ft., Walk 20 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
7 (-2)
Saving Throws STR +19, INT +19, WIS +19
Senses Passive Perception 21
Languages Ancient
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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.

Innate Spellcasting. Cthulhu's innate spellcasting ability is Charisma (spell save DC 22). It can cast the following spells, requiring no material components:

At will: dream, plane shift, teleport

Palingenesis. When Cthulhu is reduced to 0 hit points or killed, only his physical shell is destroyed. It will reform at a later point.

Siege Monster. Cthulhu deals double damage to objects and structures.

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

Magic Weapons. Cthulhu's weapon attacks are magical.

Actions

Multiattack. Cthulhu uses its Otherworldly Gaze. He then makes four attacks: two with his wings and two with his claw, or two with his tentacles and two with his claw.

Action Melee Attack. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 37 (5d10 + 10) slashing damage.

Tentacles. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). If the target is Huge or smaller, it is also restrained until this grapple ends. While grappling the target, Cthulhu has advantage on attack rolls against it. Cthulhu can grapple a maximum of four creatures at a time. When Cthulhu moves, any Huge or smaller target it is grappling moves with it.

Wing. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. The target has to succeed on a DC 20 Strength check or will be knocked prone.

Otherworldly Gaze. A creature of Cthulhu's choice that is within 120 feet of Cthulhu must succeed on a DC 25 Intelligence saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.

Eldritch Howl. Cthulhu emits a soul-splintering howl. Each creature in a 60-foot radius around Cthulhu must make a DC 25 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save and being deafened until the end of its next turn, or half as much damage on a successful one. Each creature also has to make a DC 25 Intelligence saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. Not being able to hear does not protect against this attack.

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.

Bonus Actions

As a bonus action Cthulhu can make a "True eye of Cthulhu". For this to work one of his three damage able eyes have to be destoyed. he does this by doing a rebirth chant. This new "True eye of Cthulhu" can use one legendary action per two rounds.

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

Cthulhu is one of the Great Old Ones, a creature that lived on Earth countless aeons before the humans did. He now lay dead in the corpse city of R'lyeh, however.. 

"That is not dead which can eternal lie, and with strange aeons even death may die."         -Abdul Alhazred, The Necronomicon

Cthulhu is the son of Nug, while Nug is one of the two twin blasphemies, sons of Shub-Niggurath and Yog-Sothoth, Yog-Sothoth being created by Magnum Innominandum, and Shub-Niggurath by Darkness, both Outer Gods and direct descendants of the blind idiot god, Azathoth. 

Lair and Lair Actions

R'lyeh is a sunken city in the South Pacific and the prison of the entity called Cthulhu.

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 the sea where R'lyeh dwells is home to the roughest water in the seven seas.

  • Large Storm Clouds always rise above R'lyeh, causing an almost constant tropical storm.
  • The water is extremely perilous, and only the best sailors can sail through the region without being dragged into the abyss.

Previous Versions

Name Date Modified Views Adds Version Actions
6/26/2024 10:19:22 PM
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Coming Soon

Monster Tags: Abominations

Habitat: Underdark

necromacernate

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