

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. 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). 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. This cloud blocks vision as obscuring mist, but can’t be dispersed by any amount of wind. If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. 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). Greater Starflight (Su)Ĭthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. A creature that already has an insanity is immune to this ability. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity. 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.

Make one attack roll any creature in the area whose AC is equal to or lower than the result takes damage from the claw. SQ compression, greater starflight, otherworldly insightĪ single attack from one of Cthulhu’s claws can target all creatures in a 10-foot square. 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 bull rush or sunder)įeats Ability Focus ( nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, 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 Spell-Like Abilities (CL 30th concentration +42)Ĭonstant- freedom of movement, true seeingĪt will- astral projection, control weather M, dream M, greater dispel magic, greater teleport, insanity (DC 29), nightmare M (DC 29), sending Mģ/day- antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)ġ/day- implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wish M 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) Init +15 Senses darkvision 60 ft., true seeing Perception +52Īura unspeakable presence (300 ft., DC 40)ĪC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)ĭefensive 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 CE Colossal aberration ( chaotic, evil, Great Old One)
