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Great Old One, Cthulhu

Alexander Liptak - Title: Cthulhu Date 2012 Me dium Ink on paper Dimensions 11 × 8 ½ inches (27.94 × 21.59 cm)
Alexander Liptak – Title: Cthulhu Date 2012 Me dium Ink on paper Dimensions 11 × 8 ½ inches (27.94 × 21.59 cm)

This towering impossibility, neither quite octopus nor dragon nor giant but something far worse, must surely herald the end of times.

Cthulhu is a fictional cosmic entity created by writer H. P. Lovecraft. It was first introduced in his short story “The Call of Cthulhu“, published by the American pulp magazine Weird Tales in 1928.

Considered a Great Old One within the pantheon of Lovecraftian cosmic entities, this creature has since been featured in numerous popular culture references. Lovecraft depicts it as a gigantic entity worshipped by cultists, in the shape of a green octopusdragon, and a caricature of human form. The Lovecraft-inspired universe, the Cthulhu Mythos, where it exists with its fellow entities, is named after it.

Known to some as the Dreamer in the Deep, Great Cthulhu is the mightiest of the Great Old Ones. Cthulhu is represented often in artwork -particularly in sculpture, painting, and poetry, for his influence is particularly strong among such sensitive and creative minds. In these eldritch works of art, he is depicted or described as having a vaguely humanoid frame, but with immense draconic wings and an octopus-shaped head. His actual form is somewhat fluid, the Great Old One can shift and reshape his exact countenance as he wills, allowing him to occupy a smaller space than one might expect for a creature that stands over 100 feet tall.

It is fortunate indeed that Cthulhu is currently imprisoned on a distant planet within the sunken city of R’lyeh. There, the Great Old One slumbers away the eons in a state neither quite dead nor living, held in stasis by ancient magic and the potency of the Elder Sign, yet at times the city rises from the sea and the doors to his tomb open, granting Cthulhu limited mobility before he must return to his tomb.


Epic Monsters: Cthulhu (5E)

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Epic Monsters: Cthulhu for D&D! | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

Cthulhu is the source of anxiety for all mankind and lays dreaming in the underwater city of R’lyeh, waiting to rise once more and lay ruin to creation.

Cthulhu
Gargantuan aberration (great old one), chaotic evil

Armor Class
 24 (natural armor)
Hit Points 585 (30d20+270)
Speed 60 ft., fly 200 ft., swim 60 ft.

STRDEXCONINTWISCHA
27 (+8)​19 (+4)​28 (+9)​28 (+9)​30 (+10)​27 (+8)​

Skills Arcana +18, History +18, Insight +19, Intimidation +17, Investigation +18, Nature +18, Perception +19, Religion +18

Damage Resistances
 acid, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from magical or adamantine weapons

Damage Immunities 
cold; bludgeoning, piercing, and slashing from nonmagical weapons not made from adamantine

Condition Immunities
 charmed, diseased, frightened, paralyzed, petrified

Senses 
darkvision 200 ft., truesight, passive Perception 29

Languages 
Deep Speech; telepathy 300 ft.

Challenge 
30 (155,000 XP)

Immortality. If Cthulhu is killed, its body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to its reach. This cloud blocks vision as fog cloud, but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 27 Constitution saving throw or be poisoned for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via resurrection, but has 5 levels of exhaustion and cannot take both a move and action in the same turn. At the end of each of its turns, Cthulhu makes a DC 20 Constitution saving throw to reduce its exhaustion level by 1. If slain again while suffering from this effect, Cthulhu reverts to vapor form again and its essence fades away after 2d6 rounds, returning to its tomb in R’lyeh until it is released again.

Innate Spellcasting. Cthulhu’s innate spellcasting ability is Wisdom (spell save DC 27; spell attack +19). It can innately cast the following spells, requiring no material components:

Constant: freedom of movement, true seeing
At will: astral projection, control weather, dispel magic, dream, phantasmal killer, sending, suggestion, teleport
3/day: antipathy, feeblemind, gate, plane shift, weird
1/day: power word stun, symbol, wish

Insanity. Any creature that attempts to interact directly with Cthulhu’s thoughts (such as via detect thoughts or telepathy) must succeed at DC 27 Wisdom saving throw or gain an indefinite madness. When using its telepathy to communicate Cthuhlu doesn’t activate this feature unless it spends an action to focus its mind on one opponent.

Legendary Resistance (3/Day). If Cthulhu fails a saving throw, it can choose to succeed instead.

Magic Resistance. Cthulhu has advantage on saving throws against spells and other magical effects.

Nightmare Haunting. While on the Ethereal Plane or Material Plane, Cthulhu magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 minute, the target gains no benefit from its rest, and its hit point maximum is reduced by 7 (2d6). If this effect reduces the target’s hit point maximum to 0, the target dies and its soul travels to R’lyeh. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic. For every 5 minutes the visions last, the target gains a short-term madness. For every 10 minutes the visions last, the target gains a long-term madness.

Non-Euclidean. Cthulhu does not exist wholly in the physical world, and space and time strain against its presence. Its apparent and actual position are never quite the same, and creatures have disadvantage on attack rolls against it. A creature with truesight does not have disadvantage but a DC 17 Wisdom saving throw is needed each time it looks at Cthulhu. On a failure, the creature gains a short-term madness. On a failure by 5 or more, the target also gains a long-term madness.

Regeneration. Cthulhu regains 30 hit points at the start of its turn if it has at least 1 hit point. Cthulhu dies only if it starts its turn with 0 hit points.

Starflight. Cthulhu can survive in the void of outer space and flies through the cosmos at incredible speeds. The exact travel time varies from one trip to the next, but a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

Summon Alien. Cthulhu can use a bonus action to conjure any aberration of CR 12 or lower. The creature appears in an unoccupied space that Cthulhu can see within 100 feet. This feature otherwise functions as conjure elemental but does not require Cthulhu’s concentration.

ACTIONS

Multiattack. Cthulhu can use its Mind-Shattering Presence. It then makes six attacks: two with its claws and four with its tentacles.

Claws.Melee Weapon Attack: +17 to hit, reach 40 ft., all targets in a 10-foot square (any creature in the area whose AC is equal to or less than the result is hit). Hit: 26 (4d8+8) slashing damage plus the target is grappled (escape DC 25).

Tentacles.Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 26 (4d8+8) bludgeoning damage plus the target is grappled (escape DC 25). A target that takes 20 or more damage makes a DC 27 Wisdom saving throw or gains a short-term madness. On a failure by 10 or more, the target gains a long-term madness instead.

Mind-Shattering Presence. Each creature of Cthulhu’s choice within 300 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or die from terror. A creature immune to fear that fails its saving throw is stunned 1d4 rounds instead of killed. On a success, a creature is immune to Cthulhu’s Mind-Shattering presence for 1 minute.

Swallow. Cthulu makes one tentacle attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the tentacle’s damage and 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. At the start of each of Cthulhu’s turns the swallowed creature takes 42 (12d6) necrotic damage and makes a DC 27 Wisdom saving throw. On a failure, the creature gains one short-term madness. On a failure by 5 or more, the creature also gains a long-term madness, and on a failure by 10 or more the creature gains an indefinite madness as well.
If Cthulhu takes 30 damage or more on a single turn from a creature inside it, Cthulhu must succeed on a DC 15 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 it and can escape from the corpse using 15 feet of movement, exiting prone.

Great Old One, Cthulhu

Source Bestiary 4 pg. 138
Orginally posted in Archives of Nethys

Cthulhu  CR 30
XP 9,830,400    
CE Colossal aberration (chaotic, evil, Great Old One)
Init +15;
Senses Darkvision 60 ft., true  seeing; Perception +52
Aura unspeakable presence (300 ft., DC 40)
DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dexterity, +10 insight, +20 natural, -8 size)  

hp 774 (36d8+612); fast healing 30

Fort +29, Ref +29, Will +33

Defensive Abilities freedom of movement, immortality, insanity (DC 40), non-euclidean; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects,  disease, energy drain, mind-affecting effects, Paralysis, and petrification;  Resist acid 30, electricity 30, fire 30, sonic 30; SR 41
OFFENSE
Speed 60 ft., Fly 200 ft. (average), Swim 60 ft.  

Melee 2 claws +42 (4d6+23/19-20 plus grab), 4 tentacles +42 (2d10+34/19-20 plus grab)

Space 40 ft., Reach 40 ft.

Special Attacks cleaving claws, constrict (3d6+23), dreams of madness, mythic power (10/day, surge +1d12), powerful blows (tentacle), tentacles, trample (2d8+30, DC 51)

Spell-Like Abilities (CL 30th; concentration +42) Constant –freedom of movement, true seeing

At will-astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM

3/day-antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)

1/day- implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wishM
Statistics
Strength 56, Dexterity 21, Constitution 45, Intelligence 31, Wisdom 36, Charisma 34  

Base Atk +27; CMB +58 (+60 bull rush, +62 grapple or sunder); CMD 97 (99 vs. bull rush or sunder)

Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft WondrousItem, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike

Skills Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48

Languages Aklo; telepathy 300 ft. SQ compression, greater starflight, otherworldly insight
SPECIAL ABILITIES
Cleaving Claws (Ex): A single attack from one of Cthulhu’s claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.  

Dreams of Madness (Su): When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity (Pathfinder RPG GameMastery Guide 250). This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.

Greater Starflight (Su): Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

Immortality (Ex): If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can’t be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area.

Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R’lyeh until he is released again. The save DC is Constitution-based.

Non-Euclidean (Ex): Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. trueseeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Tentacles (Ex): Cthulhu’s tentacles are a primary attack.

Unspeakable Presence (Su): Failing a DC 40 Will save against Cthulhu’s unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu’s unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.
ECOLOGY
Environment any (R’lyeh)  

Organization solitary (unique)

Treasure triple

Cthulhu’s Cult

Although Cthulhu is imprisoned on a far-flung world, his dreams span the gulfs of existence and are capable of touching upon the sleeping minds of sensitive or artistic souls, inspiring them with insane visions and driving the creation of all manner of eldritch artistry. In such ways, his cult spreads like a night-borne virus of the dreaming mind across all worlds on which sapient life dwells. Cthulhu is worshiped by various aquatic races and folk who dwell along coasts, but also among certain decadent or fringe societies of artists, poets, and philosophers.

When they form, his cults are secretive and careful to hide their allegiance to the Great Old One, meeting only in desolate and otherwise abandoned locales hidden from society’s notice. Central among his cult’s beliefs is the prophecy that one day, the stars will be right and Great Cthulhu shall rise from his corpse-city to usher in the end times, wiping clean all worlds to make them ready for his kind. The cultists believe they might be spared this fate through proper obeisance and fealty, when in truth Cthulhu is unlikely to notice the difference between those who worship him and anyone else.

Cthulhu’s cult is associated with cataclysms, dreams, and the stars, and his sacred symbol is a complex rune surrounding an open eye. Cthulhu’s temples are monolithic structures of a stark and cyclopean architectural style, but most of his faithful lack the resources to build such temples and instead make do with what they can, hiding away personal shrines in underground chambers or in shacks or glades in the remote wilderness. Cthulhu’s clerics have access to the domains of Chaos, Evil, Madness, and Void, and to the subdomains of Dark Tapestry, Insanity, Nightmare, and Stars. His favored weapon is the dagger – often one with a curving blade.

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