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Cthugha – The Great Old One of Fire

  • Pantheon: Great Old Ones / Elemental Cosmic Deities
  • Deity Title: Lord of Living Flame / The Burning Star
  • Deity Symbol: A flaming red orb surrounded by writhing fire tendrils
  • Home Plane: The star Fomalhaut / Elemental Plane of Fire (partially)
  • Deity Level: Primordial God (CR 45–50)
  • Alignment: Chaotic Neutral (indifferent to morality, embodying pure elemental force)
  • Aliases: Aeth’zhi-Hur, The Flame That Waits, The Burning Eye
  • Superior: None (cosmic primordial entity)
  • Traditional Allies: Elemental entities of fire, lesser fire elementals, some cultists
  • Traditional Foes: Ithaqua (Great Old One of Ice and Wind), cold or water elemental beings, rival cosmic entities opposing fire
  • Divine Artifact: The Ember Crown — a crown of living flame said to grant mastery over fire elementals
  • Servants: Fanatical cultists, pyromancers, fire shamans
  • Servitor Creatures: Fire Vampires, lesser fire elementals, blazing wraiths
  • Sacred Animal: Fire Salamander
  • Manifestations: A massive, blazing orb of plasma; a burning eye suspended in the void; serpentine tongues of flame
  • Signs of Favor: Spontaneous ignition of flame, flickering shadows shaped like tongues of fire, unexplained warmth in cold places
  • Worshipers: Arsonists, pyromancers, cultists seeking purification through fire, certain desert tribes, radical revolutionaries
  • Cleric Alignments: Chaotic Neutral, Chaotic Evil, Neutral Evil
  • Specialty Priests: Flame Oracles, Ashwalkers (ritual specialists who survive fire unscathed), Pyromancer Prophets
  • Holy Days: The Night of the Burning Star (observed on the anniversary of the first solar flare from Fomalhaut), Festival of Ash and Flame
  • Portfolio: Fire, destruction, purification, cosmic renewal, madness through flame
  • Domains: Fire, Chaos, Destruction, Madness, Sun
  • Favored Weapon: Flaming whip or flame tongue sword
  • Favored Class: Sorcerer (fire bloodline), Warlock (pact with flame entities), Cleric (fire domain)
  • Favored Race: Humans (due to susceptibility to fanaticism), Fire Genasi, Salamanders (elemental beings)
  • Duties of the Priesthood: Spread the sacred flame, conduct purification by fire, maintain sacred pyres, seek out and destroy stagnation or corruption through ritual burning, invoke Cthugha’s presence through fire rituals
  • Major Cult/Temple Sites: Hidden sanctuaries near volcanic vents, secretive flame temples in desert regions, underground pyres beneath ruined cities, isolated mountain shrines
  • Benefits: Immunity to fire damage, ability to control minor flames, prophetic dreams involving fire, limited resistance to madness and heat, blessings that incinerate enemies
  • Significant Others: None—Cthugha is a solitary cosmic entity beyond mortal relationships, though he occasionally clashes or allies with other elemental or Great Old Ones.

Cthugha blazes into perception as a seething inferno of divine fire, a vast, pulsating mass of incandescent plasma that floats weightless and sovereign in the void. His core glows white-hot, surrounded by whirling tendrils of crimson and gold flame that lash out like serpents, writhing in erratic, unpredictable rhythms. Each fiery tendril is as large as a city, radiating a heat that warps space and time, melting even thoughts before they can form.

His “body” is not solid, not even truly physical—it is a storm of nuclear fire, a living sun whose shape shifts moment to moment. At times, he resembles a burning eye, wide and ancient, peering through the dimensions with apocalyptic indifference. At other times, he is a maelstrom of fire, spinning like a vortex of living energy, with flickering silhouettes—fire vampires and lesser elementals—swarming around him like moths to an infernal flame.

The air around him is a void of sound and life, replaced by a psychic hum, a low, omnipresent vibration that burrows into the minds of mortals and ignites madness, like a song sung in reverse by the birth of stars. Even divine beings dare not look upon him directly—his form is too pure, too ancient, a forgotten truth born from the primal furnace of the universe.


Cthugha – Divine Bio

Cthugha, the Lord of Living Flame, is a Great Old One—a primordial cosmic fire god who dwells within the blazing heart of Fomalhaut, a distant and real-world star. He is not a god in the sense of prayer and mercy, but a celestial intelligence embodying the raw, elemental fury of fire—consuming, purifying, and utterly unrestrained. Where others bring order or chaos, Cthugha is a force of ignition, the moment when potential explodes into irreversible action.

In the cosmic balance, Cthugha is the counterforce to stagnation, the flame that devours the old so the new may emerge—though he cares little for mortal life. His followers, often fanatical cults, believe that through fire comes truth, and seek to burn the world clean, paving the way for his incandescent reign.

Cthugha does not act from malice or kindness. His actions are the inevitable response of an elemental consciousness that recognizes the entropy of creation and seeks to reignite it with cosmic fire. He desires nothing in the mortal sense, but his presence spreads, drawn to points of heat, conflict, or summoned by desperate invocations.

In the Great War of the Mythos, he stands aloof yet potent, occasionally drawn into conflict with beings like Ithaqua, the Great Cold, or intervening to incinerate threats beyond the ken of mortals. To Cthugha, all things are fuel—stars, gods, and souls alike—awaiting the purging flame.

  • Cthugha, The Living Flame 5e
  • Tab Title 2

Cthugha, The Living Flame

Huge aberration (great old one), chaotic neutral


Armor Class 28 (natural armor)
Hit Points 2,100 (140d12 + 1,000)
Speed 60 ft., fly 120 ft. (hover)


STRDEXCONINTWISCHA
40 (+15)28 (+9)38 (+14)32 (+11)34 (+12)38 (+14)

Saving Throws Dex +18, Con +23, Wis +21, Cha +23
Skills Arcana +21, Insight +21, Perception +21
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant, Psychic, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 300 ft., Truesight 120 ft., Passive Perception 31
Languages All, Telepathy 5 miles
Challenge 50 (legendary cosmic horror)


Traits

Alien Mind. Cthugha is immune to psychic damage and mind-affecting spells and effects.

Eldritch Presence. Any creature starting its turn within 120 feet must succeed on a DC 28 Intelligence saving throw or take 6d12 psychic damage and gain one level of short-term madness.

Unnatural Anatomy. Cthugha does not breathe, eat, or sleep and is immune to poison and disease.

Starfire Corruption. Creatures hit by Cthugha’s attacks must succeed on a DC 28 Constitution saving throw or become “Corrupted by Starfire” for 24 hours. While corrupted, they have vulnerability to radiant and fire damage, disadvantage on saving throws against psychic effects, and risk uncontrollable bursts of fire or madness.


Innate Spellcasting

Cthugha’s innate spellcasting ability is Charisma (spell save DC 29). He can innately cast the following spells, requiring no components:

  • At will: Fireball, Wall of Fire, Flame Strike, Heat Metal, Dissonant Whispers, Control Flames, Teleport
  • 3/day each: Meteor Swarm, Sunburst, Incendiary Cloud, Fire Storm, Hunger of Hadar, Evards Black Tentacles, Wall of Force, Mind Thrust
  • 1/day each: Prismatic Wall (fire only), Empowered Meteor Swarm, Mind Blank (self only), Feeblemind, Foresight

Actions

Multiattack. Cthugha makes three fiery tentacle attacks.

Fiery Tentacle. Melee Weapon Attack: +25 to hit, reach 30 ft., one target. Hit: 90 (14d10 + 15) fire damage plus 45 (10d8) psychic damage. Target must succeed on a DC 28 Constitution save or become Corrupted by Starfire.

Solar Flare (Recharge 6). Cthugha releases a blinding burst of cosmic flame in a 120-foot radius. Each creature must make a DC 29 Dexterity saving throw, taking 130 (23d10) fire damage and 65 (13d10) radiant damage on a failed save, or half damage on a success. Failed saves also cause blindness for 1 minute.

Mindshard Barrage (Recharge 5–6). Cthugha unleashes a cone of psychic shards in a 60-foot cone. Each creature in the area must make a DC 29 Intelligence saving throw, taking 80 psychic damage on a failed save (half damage on success) and gaining one level of short-term madness.

Living Inferno (Recharge 6). Cthugha ignites his body in searing flame for 1 minute. While active, any creature that hits him with a melee attack takes 6d10 fire damage. Cthugha gains resistance to all damage except force and radiant. His melee attacks deal an additional 4d10 fire damage.


Legendary Actions

Cthugha can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Cthugha regains spent legendary actions at the start of his turn.

  • Tentacle Lash. Makes one fiery tentacle attack.
  • Mental Disruption. Target one creature within 150 ft.; the target must succeed on a DC 28 Intelligence saving throw or take 60 psychic damage and suffer one level of short-term madness.
  • Summon Fire Vampires (Costs 2 Actions). Summons 1d6 fire vampire elementals.

Lair Actions

On initiative count 20 (losing initiative ties), Cthugha can use one of the following effects inside his lair:

  • Madness Flames. Eldritch fire erupts at three points in the lair, each forcing creatures to make a DC 28 Intelligence save or take 7d12 psychic damage and suffer short-term madness.
  • Starfire Vortex. A violent firestorm erupts, forcing all creatures to succeed on a DC 29 Dexterity save or take 9d10 fire damage and be pushed 30 feet away.
  • Flame Ward. Cthugha gains a shield that absorbs 600 damage until the start of his next turn.

Regional Effects

While within 50 miles of Cthugha’s lair or manifestation site:

  • Insane whispers and visions cause disadvantage on concentration checks.
  • Fire spells cast by Cthugha’s enemies deal +3 damage dice.
  • The sky flickers with red stars, and unnatural cosmic flames appear in the night sky.
  • Wildfires and spontaneous combustions increase in frequency.

Magic Item

Ember Crown. Grants mastery over all fire elementals within 100 miles, immunity to magical fire, and the ability to summon empowered meteors (enhanced Meteor Swarm).

CR: 48
XP: 4,096,000
Alignment: Chaotic Neutral
Size: Huge
Type: Aberration (Extraplanar)
Init: +19
Senses: Darkvision 300 ft., true seeing, Perception +40
Aura: Eldritch Presence (120 ft., DC 38 Will save or 12d6 psychic damage + short-term madness)


DEFENSE

AC: 56, touch 29, flat-footed 47 (+9 Dex, +27 natural, +1 deflection, +6 size, -1 profane)
HP: 2,250 (150d8 + 1,200)
Fort: +35, Ref: +29, Will: +38
Defensive Abilities: Fire immunity, cold immunity, electricity immunity, poison immunity, mind blank, spell resistance 42
DR: 15/epic, 10/magic
Immune: fire, psychic, poison, sleep effects, paralysis, stunning, disease
Resist: acid 20, sonic 20


OFFENSE

Speed: 60 ft., fly 120 ft. (perfect)
Melee: 2 tentacles +44 (4d8+15 plus 10d6 fire plus 10d6 psychic plus Starfire Corruption)
Space/Reach: 15 ft./15 ft.
Special Attacks: Solar Flare (Recharge 5-6, 120 ft. radius, 23d6 fire + 13d6 radiant, DC 38 Reflex half + blinded 1 min), Mindshard Barrage (60 ft. cone, DC 38 Int save, 80 psychic damage + short-term madness), Starfire Corruption (Con save DC 38, vulnerability to fire/radiant, disadvantage on saves vs psychic effects), Summon Fire Vampires (1d6, 3 rounds)


SPELL-LIKE ABILITIES (CL 30th; concentration +41)

  • At will: fireball (max damage), wall of fire, flame strike, heat metal, dissonant whispers, control flames (environmental), teleport
  • 3/day: meteor swarm (empowered), sunburst, incendiary cloud, fire storm, hunger of hadar, evard’s black tentacles, wall of force, mind thrust
  • 1/day: prismatic wall (fire only), mind blank (self only), feeblemind, foresight

STATISTICS

STRDEXCONINTWISCHA
46 (+18)28 (+9)40 (+15)34 (+12)36 (+13)42 (+16)

Base Atk: +112; CMB: +59; CMD: 91
Feats: Awesome Blow, Cleave, Combat Reflexes, Greater Spell Focus (Evocation), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Maximize Spell, Power Attack, Quicken Spell, Spell Penetration, Toughness, Weapon Focus (tentacle), Whirlwind Attack, and more


SPECIAL ABILITIES

Alien Mind (Ex): Immune to mind-affecting effects and psychic damage.

Eldritch Presence (Su): Creatures starting their turn within 120 ft. take 12d6 psychic damage (Will DC 38 half) and may gain short-term madness.

Starfire Corruption (Su): Creatures hit by Cthugha’s tentacle attacks must succeed on a DC 38 Constitution save or become corrupted for 24 hours: vulnerability to fire and radiant damage, disadvantage on saves against psychic effects, and risk uncontrolled bursts of fire or madness.

Living Inferno (Su) (Recharge 6): For 1 minute, Cthugha deals an additional 4d10 fire damage on melee attacks; attackers take 6d10 fire damage on hitting him; gains resistance 30 to all damage except force and radiant.

Mental Barrage (Su): Cone of psychic shards, 60 ft., DC 38 Int save or take 80 psychic damage + short-term madness.


ECOLOGY

Environment: Elemental chaos, Far Realm
Organization: Solitary or with elemental fire vampires (1d6)
Treasure: Divine artifacts, Ember Crown


Lair Actions

  • Madness Flames: At initiative 20, flames erupt in 3 locations, DC 38 Int save or 7d12 psychic damage + madness.
  • Starfire Vortex: Firestorm eruption, DC 39 Reflex save or 9d10 fire damage + pushed 30 ft.
  • Flame Ward: Absorbs 600 damage until next turn.

Regional Effects

  • Insane whispers cause disadvantage on concentration checks.
  • Enemy fire spells deal +3 damage dice.
  • Night skies flicker with red stars, wildfires increase.

Magic Item: Ember Crown — grants control over fire elementals within 100 miles, immunity to magical fire, empowered meteors.

Cthugha: The Flame That Waits

The star Fomalhaut burns brighter than ever, a searing eye in the night sky, watching. Cthugha stirs. He does not awaken in the way mortals do—there is no yawn, no blink, no breath. Instead, the fires that compose his being flare in resonance, flickering through time, sensing disturbance in the balance of flame and cold, motion and stillness. Where once he slumbered in the stellar cradle of nuclear silence, now a pulse quickens—an invitation.


The World Below: 1st Century to 1450s

For centuries, Cthugha’s influence flickers at the edges of civilization, subtle and incomprehensible. In ancient Rome, when fires consume Nero’s city, a forgotten sect whispers that the “Fire That Lives” has glanced earthward. In the sands of Persia, robed men call upon Aeth’zhi-Hur, a lesser name for the same entity, through sacred flame rituals said to bring divine vision—many return blind, their eyes burned not by fire, but by revelation.

By the 9th century, strange phenomena plague northern Africa. Entire villages disappear, their stones vitrified, sand turned to obsidian glass, and those who investigate vanish into heat-mirages. A Berber mystic writes of a “Red Star That Speaks,” whose voice is made of fire and madness.

In China, alchemists trying to craft the Elixir of Immortality capture fleeting sparks of Cthugha’s breath, forging them into talismans that drive men insane with visions of burning suns and writhing flame-beings. The Song Dynasty censors the texts, but copies survive in secret vaults. Even now, the pages smell faintly of smoke.


The 13th to 15th Centuries: The Flame Beckons

In the 1200s, the Mongol invasion scatters cults like coals in wind—from the steppes to the Levant. A Mongol warlord, believing himself possessed by a “Sun God,” immolates enemies alive on open pyres, claiming that their souls fuel the return of “the Star that Shall Descend.”

But it is in the 1450s, as the world teeters on the edge of Renaissance and rebirth, that Cthugha’s whisper becomes a roar.

The invention of the printing press sends knowledge cascading through Europe—books spread like wildfire, and with them, forbidden glyphs, fragments of pre-human incantations bound in ash-dusted tomes. Somewhere in Prague, an esoteric scholar translates a burned parchment fragment that glows faintly in darkness. He speaks the name Cthugha aloud and bursts into flame before he can scream.

In Florence, under the rising light of humanism, a secretive cabal sees Cthugha not as a destroyer, but a divine purifier, the bringer of the ultimate enlightenment through fire. They burn heretics in his name, believing that only flame can burn away the illusions of flesh. The Bonfire of the Vanities becomes their high ritual—Savonarola’s sermons echo with cosmic fire he cannot understand.


The Will of the Flame

Cthugha does not desire in the human sense. He hungers not for worship, nor for conquest. He exists to burn. Not out of cruelty, but because it is his nature to ignite, to catalyze the cycle of transformation. In destruction, there is clarity. In heat, there is truth. Where there is stasis, Cthugha brings motion, chaotic and primal. He is the force that precedes rebirth, though he cares not if rebirth ever comes.

He is drawn to moments of upheaval, when the world’s metaphysical tension sparks ignition. War, revolution, plague, revelation—these are his beacons.

In the 1450s, as knowledge spreads and old orders tremble, Cthugha’s influence grows. His cults evolve into flame-obsessed visionaries, spreading chaos under the guise of purification. They believe a Great Ignition is coming, and they may be right.

For now, Cthugha waits—not idle, but seething—a living star watching Earth spin ever closer to another moment of combustion.

And when the world burns again, he will not be summoned.

He will arrive.

Cthugha’s Plan to Take Over the World

  1. Ignite Cults and Spread Fanaticism
    Cthugha’s mortal worshippers are fanatical pyromancers, arsonists, and zealots who burn cities, temples, and libraries to stoke his power. These cults spread secret lore and forbidden rituals, lighting sparks of unrest and rebellion that weaken social order.
  2. Weaken the Veil Between Planes
    Through ritual sacrifices and arcane firestorms, cultists tear at the boundaries between the Material Plane and the elemental Plane of Fire—thinning the veil until Cthugha can manifest partially on Earth, sending fire vampires and lesser elementals to scorch the land and spread chaos.
  3. Unleash Cosmic Firestorms
    As his power grows, Cthugha causes solar flares, meteor showers, and spontaneous conflagrations worldwide—natural disasters amplified by his will, scorching forests, deserts, and cities alike to prepare the world for his full arrival.
  4. Burn Down Old Orders and False Gods
    Cthugha’s flame is purgative and indiscriminate. He seeks to incinerate corrupt governments, failing religions, and rival cosmic entities that cling to power, reducing them to ash so that only the pure, primal flame remains.
  5. Manifest Fully as a Living Star
    When the veil is weakest and the world is aflame, Cthugha will descend in his true form—a blazing celestial titan of plasma and fire, a living star incarnate. His arrival will ignite a cataclysm that reshapes the world in fire and ash, making it a crucible for a new cosmic order.

His Ultimate Goal

Cthugha isn’t a conqueror seeking dominion or worship. He is a force of cosmic renewal through destruction, aiming to reduce the stagnation of the world to glowing embers, where new creation can someday arise from the ashes—if anything survives.

His “rule” is less about control and more about transforming existence itself into an eternal, burning testament to elemental fire.

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