Gargantuan Aberration, Any Chaotic Alignment
AC 27 Natural Armour    Initiative +14 (24)
HP 279 (30d10 + 7)
Speed
Mod Save
STR 26 +8 +8
DEX 27 +8 +8
CON 25 +7 +16
Mod Save
INT 29 +9 +9
WIS 18 +4 +4
CHA 30 +10 +19
Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened
Senses Passive Perception 20
Languages None
CR 30 (XP 155,000; PB +9)
Traits

Dissonant aura:

any character or monster that is within 100 km of Cthulhu must succeed on a DC 30 wisdom save or be affected by mental interference. If they fail, they must attack the nearest character or monster that isn't Cthulhu and if they fail by 10 or more they must also take 2d12 psychic damage per turn. If they succeed, they must take 3d12 psychich damage with none of the additional effects

Regeneration:

every round Cthulhu regains 50 hit points.

Actions

Summon Deep Ones:

Summon 1d12 Deep One monsters

Tentacles: melee weapon attack +15 to hit reach 100 feet 10 max target Hit 3d10+5 psychic damage

Mass Madness Ranged Weapon Attack: DC: 29, range 900 ft., # target. Hit: 10d10+15 psychic damage.

Bonus Actions

Unblockable torrent: Until Cthulhu’s next turn, any damage it deals, if a target has immunity to that damage, they only take half and if they have resistance, they take normal damage.

Reactions

Tentacle Parry: Cthulhu adds 4 to its armour class.

Legendary Actions

 

Mass Madness (costs 2 actions): Cthulhu uses Mass Madness

Attack (Costs 1 Actions): Cthulhu makes a tentacle attack.

Life Bond (Costs 2 actions): Cthulhu connects itself with a nearby player or monster for 5 rounds. Whenever anything attacks Cthulhu, the entity Cthulhu is connected with takes half the damage (rounded up if a decimal)

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Coastal

WickedWarlock0101

Comments

Posts Quoted:
Reply
Clear All Quotes