Cthulhu
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.
- HP
- 774 (36d8+612); fast healing 30
- AC
- 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
- Speed
- 60 ft., fly 200 ft. (average), swim 60 ft.
- Init
- +15
- 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.
- BAB
- +27
- CMB
- +58 (+60 bull rush, +62 grapple or sunder)
- CMD
- 97 (99 vs. bull rush or sunder)
- Fort
- +29
- Ref
- +29
- Will
- +33
- DR
- 20/epic and lawful
- SR
- 41
- Defensive Abilities
- freedom of movement, immortality, insanity (DC 40), non-euclidean
Cleaving Claws — 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.
constrict (3d6+23)
Dreams of Madness — 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.
mythic power (10/day, surge +1d12)
powerful blows (tentacle)
Tentacles — Cthulhu's tentacles are a primary attack.
trample (2d8+30, DC 51)
Greater Starflight — 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).
otherworldly insight
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 (tentacle), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike
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
- Type
- Aberration
- Alignment
- CE
- Size
- Colossal
- Environment
- any (R'lyeh)
- Organization
- solitary (unique)
- Treasure
- triple
- Senses
- darkvision 60 ft., true seeing; Perception +52
- Languages
- Aklo; telepathy 300 ft.
- Source
- Bestiary 4
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