![]() How does one get this Awaken spell to work on plants or animals with an Intelligence score higher than 3? The target must have either no Intelligence score or an Intelligence of 3 or less. ![]() Currently trapped, Cthulhu will eventually awaken, an event subconsciously feared by all sentient races.In D&D 5e, the Awaken spell allows a gain of intelligence and ability:Īfter spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. ![]() Great Cthulhu is one of the Great Old Ones, a god-like being asleep somewhere under the ocean. The creature dies and cannot be resurrected except via a wish spell or until Cthulhu chooses to release its soul or until his physical form is destroyed. Cthulhu consumes the soul of an unconscious creature within 120 feet of it that it can see. (Must Roll for Recharge on your turn) Unspeakable Horror (Costs 3 Actions). Cthulhu can use Eldritch Howl if it is recharged. Cthulhu makes one claw attack, one wing attack, or one tentacle attack. The Cthulhu regains spent legendary actions at the start of its turn.Īttack. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Cthulhu can take 3 legendary actions, choosing from the options below. Each creature also has to make a DC 32 Wisdom saving throw, taking 599 (109d10) psychic damage on a failed save, or half as much damage on a successful one. Each creature in a 60-foot radius around Cthulhu must make a DC 32 Constitution saving throw, taking 599 (109d10) thunder damage on a failed save and be deafened until the end of its next turn, or half as much and not deafened on a successful one. A creature of Cthulhu's choice that is within 120 feet of Cthulhu must make a DC 32 Intelligence saving throw, taking 198 (36d10) psychic damage on a failed save, or half as much damage on a successful one.Įldritch Howl (Recharge 6). The target has to succeed on a DC 30 Strength saving throw or be knocked prone. Melee Weapon Attack: +24 to hit, reach 15 ft., one target. When Cthulhu moves, any Huge or smaller target it is grappling moves with it. Cthulhu can grapple a maximum of four creatures at a time. While grappling the target, Cthulhu has advantage on attack rolls against it. If the target is Huge or smaller, it is also restrained until this grapple ends. If the target is a creature, it is grappled (escape DC 20). Melee Weapon Attack: +24 to hit, reach 20 ft., one target. He then makes four attacks: two with his wings and two with his claws, or two with his tentacles and two with his claws.Ĭlaw. Cthulhu has advantage on saving throws against spells and other magical effects. Cthulhu deals double damage to objects and structures. Cthulhu regains 100 hit points at the start of his turn. When Cthulhu is reduced to 0 hit points or killed, only his physical shell is destroyed. 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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that starts its turn within 240 feet of Cthulhu must succeed on a DC 30 Wisdom saving throw or become frightened for 1 minute. If Cthulhu fails a saving throw, he can choose to succeed instead. Languages Tongue of the Great Old Ones, Deep Speech, telepathy 640 ft. Saving Throws Dex +15, Int +21, Wis +22, Cha +24 Skills Arcana +14, Insight +15, Intimidation +13, Perception +17 Damage Immunities necrotic, poison, psychic bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned, stunned Senses darkvision 120 ft., truesight 120 ft., passive Perception 27 Gargantuan aberration (great old one), chaotic evilĪrmor Class 25 (natural armour) Hit Points 2665 (130d20 + 1300) Speed 30 ft., fly 60 ft., swim 60 ft. Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.
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