Amphibious. Cthulhu can breathe air and water.
Freedom of Movement. Cthulhu ignores difficult terrain magical and nonmagical, and magical effects can't reduce its speed or cause him to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Slarkrethel deals double damage to objects and structures.
Legendary Resistance (9/Day). If Cthulhu fails a saving throw, it can choose to succeed instead.
Spellcasting. Cthulhu is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22; +14 to hit with spell attacks). He has the following wizard spells prepared:
1st level (4 slots): comprehend languages, detect magic, identify, sleep
2nd level (3 slots): blindness/deafness, detect thoughts, suggestion
3rd level (3 slots): nondetection, sending
4th level (3 slots): arcane eye, ice storm, locate creature
5th level (3 slots): cloudkill, scrying, telekinesis
6th level (2 slots): chain lightning, flesh to stone, mass suggestion
7th level (2 slots): delayed blast fireball, sequester, teleport
8th level (1 slot): control weather, feeblemind
9th level (1 slot): foresight, power word kill, Weird (does not expend spellslot), Black Hole
Gaze Upon Madness. Any creature that starts its turn with Cthulhu in their line of sight must make a dc 17 wisdom saving throw or be frightened for 3 rounds and go insane for 5 rounds. On a successful save they are immune to Cthulhu's Gaze Upon Madness for 24 hours.
Multiattack. Cthulhu makes three tentacle attacks two claw attacks and one stomp.
Bite. Melee Weapon Attack: +17 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: +17 to hit, reach 30 ft., one target. Hit: 41 (7d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Cthulhu has ten tentacles, each of which can grapple one target.
Stomp. Cthulhu stomps on a creature. They must make a dc 20 dexterity saving throw. They take 69 bludgeoning damage on a failed save, and half as much on a successful one.
Psionic Storm. Cthulhu magically creates three psionic bolts, each of which can strike a target Cthulhu can see within 120 feet of him. A target must make a DC 23 Dexterity saving throw, taking 44 (8d10) psychic damage on a failed save, or half as much damage on a successful one.
Call of Cthulhu (recharge 6). Cthulhu lets out a mind splitting roar. All creatures that can hear him must make a dc 20 wisdom saving throw or take 110 psychic damage and go insane for 1 week.
Cthulhu can take 5 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.
Tentacles. Cthulhu makes two tentacle attacks.
Psionic Storm (Costs 2 Actions). Cthulhu uses Psionic Storm.
Recharge (Costs 3 Actions). Cthulhu attempts to recharge Call of Cthulhu. He rolls a d100. On a 60 to 100, the attack recharges.
Call of Cthulhu. Cthulhu uses Call of Cthulhu.
Description
Cthulhu is the most powerful great old one. His powers are neigh infinite.
Lair and Lair Actions
Cthulhu's Lair
Cthulhu lives in R'lyeh, an ancient city that serves as Cthulhu's resting place. It is a place of ancient secrets and unknowable madness. It is over 1 mile under the sea.
Lair Actions
On initiative count 20 (losing initiative ties), Cthulhu takes a lair action to cause one of the following magical effects:
- A strong current moves through R'lyeh. Each creature within 100 feet of Cthulhu must succeed on a DC 23 Strength saving throw or be pushed up to 100 feet away from Cthulhu. On a success, the creature is pushed 30 feet away from Cthulhu.
- Cthulhu summons ten gibbering mouthers to unoccupied spaces he can see within 500 feet of him that act on his turn and disappear after 1 minute. These gibbering mouthers have an intelligence wisdom and charisma of 1. These gibbering mouthers don't give any exp when killed. He can only use this lair action again after all the gibbering mouthers are killed or dispersed.
- The pillars within 100 feet of Cthulhu begin to make maddening sounds babbling in extracommon. All creatures that can hear the sounds must succeed on a dc 20 wisdom saving throw or be afflicted with long term madness.
- Cthulhu rips open a rift to the cosmos creating a black hole that lasts for 4 rounds. The black hole cannot originate within 50 feet of a creature other than Cthulhu. The black hole sucks all creatures and objects within 200 feet of it into its epicenter. At the beginning of a creature within range's turn, they must make a dc 19 strength saving throw. On a failure, they are sucked 30 feet closer to the epicenter. On a successful save, they are sucked 20 feet closer to the epicenter. All spaces within 200 feet of the black hole are difficult terrain. If an object touches the epicenter, it is destroyed. If a creature touches the epicenter it must make a dc 17 wisdom saving throw. On a success, the creature takes 100 psychic damage and appears in an unoccupied space within 50 feet of the black hole that Cthulhu chooses. On a failure, the creature dies instantly.
Regional Effects
The waters around R'lyeh warped by Cthulhu's Otherworldly presence, creating the following magical effects:
- The waters within 2 miles of R'lyeh are intense. Every night, there is a ten percent chance that all ships within 2 miles of R'lyeh are destroyed.
- Nightmarish silhouettes appear over the horizon within 2 miles of R'lyeh.
- Creatures that go to sleep within 2 miles of R'lyeh begin to have vivid nightmares. The creature's charisma score determines the severity. Creatures with a charisma of 5 or lower aren't affected. Creatures with a charisma of 6 to 9 are restless during their sleep. Creatures with a charisma of 10 to 13 have nightmares and visions of R'lyeh when they sleep. Creatures with a charisma score of 14 to 17 have vivid nightmares and gain short term madness when they wake. Creatures with a charisma of 18 to 20 can commune with Cthulhu in their dreams. When they wake, they are afflicted with long term madness.
When the kraken dies, all of these regional effects fade immediately.
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