Amphibious. Cthulhu can breathe air and water.
Sense Magic. Cthulhu senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Maddening Gaze. Anyone who makes PROLONGED EYE CONTACT with Cthulhu must make a DC 26 int saving throw or go insane. An insane creature is incapacitated and babbers incoheritly. An insane creature can only become not insane by having the memories removed by the effect of the remove memories spell.
Multiattack. The Cthulhu makes two pincer attacks. If the Cthulhu is grappling a creature, the Cthulhu can also use its tentacles once.
Claws. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 22 ) if it is a Large or smaller creature
Tentacles. One creature within 20 ft of Cthulhu must succeed on a DC 24 Constitution saving throw or be poisoned and grappled. Until this grapple ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Anyone who escapes the grapple takes 4d6 bludgeoning damage from falling.
Maddening PROLONGED EYE CONTACT. Cthulhu makes PROLONGED EYE CONTACT with a humanoid that can see it. the target must make a DC 26 int saving throw or go insane. An insane creature is incapacitated and babbers incoheritly. An insane creature can only become not insane by having the memories removed by the effect of the remove memories spell.
PROLONGED EYE CONTACT. Cthulhu makes the PROLONGED EYE CONTACT action.
Tentacles. Cthulhu makes the tentacles action.
Description
An Elder God, Cthulhu lives beneath the city of Oakmont in an underwater cavern. Almost always sleeping, yet always aware, Cthulhu knows all that happens in Oakmont. Cthulhu is capable of warping and changing the dreams of anyone in his domain. anyone who meets his gaze imediently desends into madness.
search remove memories spell on homebrew spells for memory erase spell
Lair and Lair Actions
Cthulhu's lair is an underwater cavern where he slumbers. Oakmont city, build above Cthulhu's resting place, also counts as part of its lair. standard lair rules apply. (I'm to lazy to put it in here)
- Peer into Dreams. Cthulhu looks into the mind of one sleeping humanoid in his lair and creates one of the four effects:
- Alter Dreams. Cthulhu changes the dreams of a sleeping humanoid any way he wants.
- See Memories. Cthulhu looks into the memories of one sleeping humanoid. all knowledge and secrets the humanoid holds in the confines of its mind, Cthulhu now knows.
- Summon Creatures. Cthulhu summons up to 10 Cthulhu spawn of any kind.
- Communicate. Cthulhu speaks to one sleeping creature through its dreams. Cthulhu can show its true form to the dreaming creature without the creature going insane, because Inception says your brain works better and faster when your sleeping.
Comments