Cthulhu, Rebalanced (5e Creature)
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Cthulhu[edit]
Titanic aberration (great old one), neutral evil Armor Class 33 (natural armor)
Saving Throws Str +23, Dex -3, Con +28, Int +28, Wis +24, Cha +28 Legendary Resistance (10/Day). If Cthulhu fails a saving throw, he can choose to succeed instead. Non-Euclidean Madness. A creature that starts its turn within 240 feet of Cthulhu must succeed on a DC 32 Wisdom saving throw or gain short term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. Palingenesis. When Cthulhi drops to 0 hit points or dies, his body is destroyed but his essence travels back to R'lyeh, and he is unable to take physical form for a time. Regeneration. Cthulhu regains 100 hit points at the start of his turn. Magic Resistance. Cthulhu has advantage on saving throws against spells and other magical effects. Magic Weapons. Cthulhu's attacks are treated as magical for the purposes of damage resistance and reduction, as well as abilities that affect magic ACTIONSMultiattack. Cthulhu uses his Otherworldly Gaze. He then makes four attacks: two with his wings and two with his claws, or two with his tentacles and two with his claws. Claw. Melee Weapon Attack: +28 to hit, reach 35 ft., one target. Hit: 353 (63d10 + 7) slashing damage. Tentacles. Melee Weapon Attack: +28 to hit, reach 40 ft., one target. Hit: 282 (50d10 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). If the target is Huge or smaller, it is also restrained until this grapple ends. While grappling the target, Cthulhu has advantage on attack rolls against it. Cthulhu can grapple a maximum of four creatures at a time. When Cthulhu moves, any Huge or smaller target he is grappling moves with him. Wing. Melee Weapon Attack: +28 to hit, reach 35 ft., one target. Hit: 293 (52d10 + 7) bludgeoning damage. The target has to succeed on a DC 30 Strength saving throw or be knocked prone. Otherworldly Gaze. A creature of Cthulhu's choice that is within 300 feet of Cthulhu must make a DC 36 Intelligence saving throw, taking 231 (42d10) psychic damage on a failed save, or half as much damage on a successful one. Eldritch Howl (Recharge 5-6). Cthulhu emits a soul-splintering howl. Each creature in a 120-foot radius around Cthulhu must make a DC 34 Constitution saving throw, taking 693 (126d10) thunder damage on a failed save, or half as much on a successful one. Each creature also has to make a DC 36 Wisdom saving throw, taking 693 (126d10) psychic damage and be inflicted with a randomly selected long term madness on a failed save, or half as much damage and not gaining a madness on a successful one.
LEGENDARY ACTIONSCthulhu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cthulhu regains spent legendary actions at the start of his turn. Attack. Cthulhu makes one claw attack, one wing attack, or one tentacle attack. |
Great Cthulhu is one of the Great Old Ones, a god-like being asleep somewhere under the ocean. Currently trapped, Cthulhu will eventually awaken, an event subconsciously feared by all sentient races. |
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