Aura of Madness. All creatures within 600 feet of Cthulhu must succeed a DC 16 WIS save or become frightened. Any creature that succeeds the save cannot be affected by Cthulhu in this way again for 24 hours.
Regeneration. Cthulhu regains 10 HP per turn.
Immutable Form. Cthulhu is immune to any spell or effect that would change his form.
Magical Resistance. Cthulhu has advantage on all saving throws against spells and magical effects.
Magical Weapons. All of Cthulhu's attacks count as magical weapons.
Siege Monster. All of Cthulhu's attacks deal double damage to objects and structures.
Legendary Resistance. (2/day) When Cthulhu fails a saving throw, he can choose to succeed instead.
Great Old One. When Cthulhu is killed, only his mortal form is killed. It will reform in the depths of R'lyeh after centuries of slumber to regain his power.
Spellcasting. Cthulhu can innately cast the following spells using CHA as his spellcasting ability (DC 19, +10)...
At Will... Chaos Bolt, Eldritch Blast, Message, Thaumaturgy, Vicious Mockery, Toll the Dead
1st Level (4/day each)... Absorb Elements, Bane, Chaos Bolt, Command, Dissonant Whispers, Fog Cloud, Hideous Laughter
2nd Level (3/day each)... Blindness/Deafness, Crown of Madness, Enthrall, Mind Spike
3rd Level (3/day each)... Major Image, Tidal Wave, Vampiric Touch
4th Level (3/day each)... Black Tentacles, Compulsion, Confusion, Phantasmal Killer, Polymorph
5th Level (2/day each)... Contagion, Dominate Person, Synaptic Static
6th Level (1/day each)... Disintegrate, Mental Prison
Multiattack. Cthulhu makes 4 attacks with his claws per turn, or 2 claw attacks and 1 spell attack.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 26 (3d12 + 5) slashing damage and 12 (2d10) necrotic damage.
Protective Thrall. When Cthulhu is hit with an attack while an allied creature is within 5 ft. of him, that creature must take the damage instead.
Madness of Cthulhu. If Cthulhu takes more than 20 damage from an attack, the creature that deals the damage must succeed a DC 15 WIS save or become confused for 1 minute, or until a successful save.
Cthulhu is able to make 5 legendary actions, which reset at the beginning of his initiative turn. He may make actions only at the end of another creature's turn.
Claw (Costs 1 Action). Cthulhu makes 1 claw attack.
Spell (Costs 2 Actions). Cthulhu makes 1 spell attack.
Regeneration (Costs 4 Actions). Cthulhu heals himself 2d20 hit points.
Description
Cthulhu, the Old One of the Deep, Child of Dagon, is a primordial God from a forgotten age. He stands 200 feet tall, with a grotesque humanoid body, clawed fingers and toes, a bulbous, octopoid head, and leathery, veined wings protruding from the shoulders. Sometimes called "The Eldest," Cthulhu is viewed as an Aboleth of incredible power within Aboleth culture.
Lair and Lair Actions
In the depths of the ocean, a city wrought of cyclopean black stones lies hidden. This is the city of R'lyeh, home of Cthulhu. There, Cthulhu sleeps, waiting for his time to conquer the world. Deep within the heart of R'lyeh is Cthulhu's chamber, a massive room without windows or doors. When he awakens, the whole city of R'lyeh will rise to the surface, and the chamber will open.
Lair Actions
On initiative count 20 (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:
- Cthulhu summons 1d4 Deep Ones
- Cthulhu summons 2 Deep Ones and 1 Deep One Priest
Regional Effects
When R'lyeh rises, the following effects take place in a 5-mile radius of the edge of the primordial city.
- All water becomes non-potable, smelling of fish and rot.
- All people begin to fall into chaos, as though the world is ending.
If Cthulhu dies, these effects fade over the course of 2d20 days.
Previous Versions
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6/21/2020 4:55:30 PM
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Coming Soon
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