Upgraded Cthulhu


Homebrew and House Rules

Shadow Lodge

Because why the hell not?!?

Spoiler:

Great Cthulhu
Savage Invincible Divine Arcane Agile Great Old On Cleric 20/Champion 19
CN Colossal aberration (chaotic, evil, Great Old One)
Hero Points 1
Init +77/+57, dual initiative; Senses darkvision 120 ft., true seeing; Perception +57
Aura unspeakable presence (300 ft., DC 42)
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Defense
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AC 67, touch 40, flat-footed 53 (+12 Dex, -8 size, +27 natural, +14 deflection, +2 dodge, +10 insight)
hp 1922 (56d8+1474); fast healing 30
Fort +45, Ref +46, Will +48
Defensive Abilities block attacks, evasion, freedom of movement, hard to kill, immortality, insanity (DC 42), mythic saving throws, non-euclidean, part the veil, unstoppable; DR 20/epic, 20/lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification; Resist acid 30, cold 15, electricity 30, fire 30, sonic 30, second save; SR 48
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Offense
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Speed 120 ft., fly 230 ft. (average), swim 90 ft.
Melee 2 claws +61 (6d6+27/19-20/×2 plus bleed plus grab) and
. . 4 tentacles +61 (4d8+40/19-20/×2 plus bleed plus grab)
Space 40 ft.; Reach 40 ft.
Special Attacks bleed: all (1), cleaving claws, Channel Energy 10d6, constrict (3d6+27 plus bleed), dream eating, dreams of madness, feral savagery, mythic magic, mythic magic, mythic power (9/day, surge +1d12), psychic assault, simple arcane spellcasting, simple divine spellcasting, tentacles, trample (2d8+40 plus bleed, DC 65)
Spell-Like Abilities
. . Constant—freedom of movement, true seeing
. . At will—astral projection, control weather, dream, greater dispel magic, greater teleport, insanity (DC 31), nightmare (DC 31), sending
. . 3/day—antipathy (DC 32), demand (DC 32), gate, quickened feeblemind, weird (DC 33)
. . 2/day—drowning poison (DC 32)
. . 1/day—astral projection, blightfire ray (DC 33), burbling blast of the jabberwock (DC 33), control time (DC 33), defile, implosion (DC 33), implosion (DC 33), interplanetary teleport, mass inflict critical wounds (DC 32), mass suffocation (DC 33), ocean’s army, phantasmal opposition (DC 33), prophecy, shapechange, summon (level 9, 2d4 star-spawn of Cthulhu 100%), superior meteorite (DC 33), symbol of insanity (DC 32), teleport lair, teleport structure (DC 30), tidal wave (DC 32), time stop, time undone (DC 33), tsunami (DC 33), wall of suppression, wall of white water, wish, world wave, xenophobic rage (DC 32)
Cleric Spells Prepared (CL 20th; concentration +34):
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Statistics
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Str 64, Dex 34, Con 49, Int 35, Wis 38, Cha 38
Base Atk +42; CMB +77 (+81 bull rush, +81 grapple, +81 sunder); CMD 125 (127 vs. bull rush, 127 vs. sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Combat Reflexes [M], Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Bull Rush, Greater Flyby Attack, Greater Spell Penetration, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Critical [M], Improved Initiative, Improved Initiative [M], Improved Natural Armor, Improved Natural Attack (claw), Improved Natural Attack (tentacle), Improved Sunder, Improved Vital Strike, Miasma, Mighty Blow, Power Attack, Power Attack [M], Quicken Spell-Like Ability (feeblemind), Spell Penetration, Staggering Critical, Vital Strike, Vital Strike [M]
Traits acrobat, reactionary
Skills Acrobatics +56 (+92 jump), Bluff +53, Climb +70 (68 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Escape Artist +54, Fly +47, Heal +57, Intimidate +57, Knowledge (arcana) +55, Knowledge (dungeoneering) +52, Knowledge (engineering) +52, Knowledge (geography) +52, Knowledge (history) +55, Knowledge (nature) +52, Knowledge (planes) +55, Knowledge (religion) +55, Perception +57, Sense Motive +57, Spellcraft +55, Stealth +38, Survival +56, Swim +78, Use Magic Device +54
Languages Aklo, All; telepathy 300 ft., telepathy (other dream eaters, 30 ft.)
SQ amazing initiative, aura, aura of grace, aura of madness, compression, domains (dark tapestry, insanity [madness]), force of will, greater starflight, hero points, immortal, insane focus, it came from beyond, legendary champion, legendary hero, otherworldly insight, powerful blows (tentacle), recuperation, spontaneous casting, status, variant channeling (madness variant channeling [±5 sacred])
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TRACKED RESOURCES
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Action Points - 0/15
Amazing Initiative (1/round) (Ex) - 0/1
Antipathy (3/day) (Sp) - 0/3
Astral Projection (1/day) (Sp) - 0/1
Astral Projection (At will) (Sp) - 0/0
Aura of Madness (20 rounds/day) (DC 34) (Su) - 0/20
Blightfire Ray (1/day) (Sp) - 0/1
Block Attacks (1/round) (Ex) - 0/1
Burbling Blast of the Jabberwock (1/day) (Sp) - 0/1
Cleric Channel Positive Energy 10d6 (17/day) (DC 34) (Su) - 0/17
Control Time (1/day) (Sp) - 0/1
Control Weather (At will) (Sp) - 0/0
Defile (1/day) (Sp) - 0/1
Demand (3/day) (Sp) - 0/3
Dispel Magic, Greater (At will) (Sp) - 0/0
Dream (At will) (Sp) - 0/0
Drowning Poison (2/day) (Sp) - 0/2
Freedom of Movement (Constant) (Sp) - 0/0
Gate (3/day) (Sp) - 0/3
Implosion (1/day) (Sp) - 0/1
Implosion (1/day) (Sp) - 0/1
Inflict Critical Wounds, Mass (1/day) (Sp) - 0/1
Insane Focus (17/day) (Su) - 0/17
Insanity (At will) (Sp) - 0/0
Interplanetary Teleport (1/day) (Sp) - 0/1
It Came From Beyond (1/day) (Su) - 0/1
Meteorite, Superior (1/day) (Sp) - 0/1
Mythic Magic (3/day) (Su) - 0/3
Mythic Magic (3/day) (Su) - 0/3
Mythic Power (9/day, Surge +1d12) - 0/9
Nightmare (At will) (Sp) - 0/0
Ocean’s Army (1/day) (Sp) - 0/1
Part the Veil (10/day) (Su) - 0/10
Phantasmal Opposition (1/day) (Sp) - 0/1
Prophecy (1/day) (Sp) - 0/1
Quicken Spell-Like Ability (Feeblemind) (3/day) - 0/3
Sending (At will) (Sp) - 0/0
Shapechange (1/day) (Sp) - 0/1
Suffocation, Mass (1/day) (Sp) - 0/1
Symbol of Insanity (1/day) (Sp) - 0/1
Teleport Lair (1/day) (Sp) - 0/1
Teleport Structure (1/day) (Sp) - 0/1
Teleport, Greater (At will) (Sp) - 0/0
Tidal Wave (1/day) (Sp) - 0/1
Time Stop (1/day) (Sp) - 0/1
Time Undone (1/day) (Sp) - 0/1
True Seeing (Constant) (Sp) - 0/0
Tsunami (1/day) (Sp) - 0/1
Wall of Suppression (1/day) (Sp) - 0/1
Wall of White Water (1/day) (Sp) - 0/1
Weird (3/day) (Sp) - 0/3
Wish (1/day) (Sp) - 0/1
World Wave (1/day) (Sp) - 0/1
Xenophobic Rage (1/day) (Sp) - 0/1
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Special Abilities
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Acrobat When doing an accelerated climb, penalty is reduced to -2.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Grace (10 ft) All allies in 10 ft gain a +2 sacred/profane bonus to saves.
Aura of Madness (20 rounds/day) (DC 34) (Su) 30' aura confuses opponents.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Barbs of Ecstasy (Su) Barbs growing out of you deal 1d6+2 damage to creatures striking or grappling you.
Birth Nightmare (DC 43) (Sp) As full-round action, birth shadowy horor as phantasmal killer.
Bleed: All (1) (Ex) Attack causes additional damage at the beginning of the target's turn.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Cleaving Claws (Ex) Each claw attack targets a 10 ft square, roll once vs. all in area.
Cleric Channel Positive Energy 10d6 (17/day) (DC 34) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Dark Tapestry) Associated Domain: Void
Cleric Domain (Insanity (Madness)) Associated Domain: Madness
Combat Reflexes (Unlimited AoO's/round) (13 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Mythic] As a swift action, use 1 power for movement AoO vs foes who already provoked one for moving.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Critical Focus +4 to confirm critical hits.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Damage Reduction (20/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (20/lawful) You have Damage Reduction against all except Lawful attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dream Eating (DC 42) (Su) As a full-round action that provokes attacks of opportunity, a dream eater can consume a creature's subconscious dreams if the victim fails to resist with a Will save. A sleeping victim takes a -2 penalty on saving throws against this ability, but au
Dreams of Madness (DC 42) (Su) Target of nightmare with ranks in craft or perform gain an insanity (Will neg).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 30 (Ex) Heal damage every round unless you are killed.
Feral Savagery (full attack) (Su) Under the listed circumstances, make an additional attack
Flight (230 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Grab: Claw or Tentacle (Colossal) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Bull Rush When bull rushing, foe's movement provokes AoO from your allies.
Greater Flyby Attack Make an attack against each opponent before and after you move by flying.
Greater Starflight (Su) Can fly through the void of space at incredible speed.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immortality (DC 47) (Ex) If killed, become mist that nauseates d10 rds (Fort neg). Ressurect but staggered in 2d6 rds. Return to tomb if slain while staggered.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Aging You are immune to aging effects.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Petrification You are immune to Petrification.
Impossible Speed (+100 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Insane Focus (17/day) (Su) Target touched gains +4 save vs. mind-affecting and immunity to confusion, but is confused if it fails a save vs. mind-affecting.
Insanity (DC 42) (Ex) Those interacting with thoughts directly suffer insanity, or can focus telepathy as a standard action to force mental contact.
It Came From Beyond (1/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Madness Variant Channeling (±5 Sacred) Bonus vs confusion, insanity, etc./become confused
Maximized Critical (Ex) Maximise the weapon dice on a critical hit.
Miasma Release acidic vapors dealing 28D6 damage in a 18' burst.
Mighty Blow The creature delivers a devastating hit that sends an opponent flying.
Mythic Magic (3/day) (Su) When you cast spells, you can cast the mythic version instead
Mythic Magic (3/day) (Su) When you cast spells, you can cast the mythic version instead
Mythic Power (9/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Non-Euclidean (DC 42) (Ex) All foes' attacks have a 50% miss chance unless use true seeing, which inflicts insanity (Will neg).
Part the Veil (10/day) (Su) Your spells that require Will saves can have confusion added to their effects.
Perfect Strike (Ex) Spend 1 power and make attack as standarr action with double damage, bypass DR, +1 crit multiplier.
Power Attack -11/+33 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Powerful Blows (Tentacle) (Ex) The specified attack adds 1-1/2 times your Str bonus on damage rolls
Psychic Assault (DC 42) (Su) As a swift action, a dream eater can imbue any melee attack he makes with a psychic assault, infusing the mind of the creature struck with hideous nightmare visions and hallucinations. The magnitude of the effect depends on how many psychic points th
Quicken Spell-Like Ability (Feeblemind) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Second Save (Ex) If you fail a save against an effect with a duration > 1r, save again each turn
Shatter Spells (Su) Make melee attack and spend 1 power to dispel a magical effect.
Simple Arcane Spellcasting (Su) Can cast a limited number of arcane spells
Simple Divine Spellcasting (Su) Can cast a limited number of divine spells
Spell Resistance (48) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Staggering Critical (DC 52) Critical hit staggers target
Status: 22 In Midgard, prestige or status is a matter of public importance, and the setting assumes that PCs will come from different stations, social classes, and backgrounds. This social standing is reflected in the optional Status attribute. This attribute i
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +10 bonus and bypass all DR.
Summon (Level 9, 2d4 star-spawn of cthulhu 100%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surge (1d16) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Swimming (90 feet) You have a Swim speed.
Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.
Telepathy (other dream eaters, 30 ft.) A dream eater gains telepathy with other dream eaters to a range of 30 feet.
Unspeakable Presence (DC 42) (Su) Foes in range die of fear (Fort part), on save staggered d6 rds.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vital Strike Standard action: x2 weapon damage dice.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.

He's not really optimized to any degree...I mostly just gave him 20 cleric levels (Azathoth), 10 Champion tiers, and some templates. Oh, and filled in feats and special abilities and the like with whatever seemed appropriate that Hero Lab would let me select. Because, by god, why not ramp him up to even more ridiculousness?


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Well I think he's more powerful than he needs to be in the first place. I think he doesn't need to be much more powerful than the Star Spawn of Cthulhu as it is now and I think that should be less powerful as well. Just my opinion, though.


Then make a halfling with 20 levels in Wizard, Magus, and Fighter and 10 Mythic tiers to throw at him.


lordzack wrote:
Well I think he's more powerful than he needs to be in the first place. I think he doesn't need to be much more powerful than the Star Spawn of Cthulhu as it is now and I think that should be less powerful as well. Just my opinion, though.

Based on?

Bet your going to mention the Alert.


What he is immune to aging? That's it he's too powerful and he can speak aklo... God help us


Zombieneighbours wrote:
lordzack wrote:
Well I think he's more powerful than he needs to be in the first place. I think he doesn't need to be much more powerful than the Star Spawn of Cthulhu as it is now and I think that should be less powerful as well. Just my opinion, though.

Based on?

Bet your going to mention the Alert.

Well there is that (if you're talking about the steamship), however it's more of a general dislike for, what I see as, a tendency to inflate CRs when a creature is even remotely impressive. Personally I think Balors should be around CR 10, for instance.


1 person marked this as a favorite.
lordzack wrote:
Zombieneighbours wrote:
lordzack wrote:
Well I think he's more powerful than he needs to be in the first place. I think he doesn't need to be much more powerful than the Star Spawn of Cthulhu as it is now and I think that should be less powerful as well. Just my opinion, though.

Based on?

Bet your going to mention the Alert.

Well there is that (if you're talking about the steamship), however it's more of a general dislike for, what I see as, a tendency to inflate CRs when a creature is even remotely impressive. Personally I think Balors should be around CR 10, for instance.

The Alert was a steam yacht. Examples of her class include the Amazon (small at 102 feet and 84 tons displacement) and the MV Struma(a respectable 148.4 feet). These vessels have considerable mass, and carry greatly more(the alert is described as heavily armed). Being hit by one of these things is not quiet like being hit be a locomotive, but is certainly closer to that, than being hit by magic great sword wielded by even the heaviest hitter in the DPR olympics. And good old Cthulhu is little more than slowed down by the blow.

Shadow Lodge

Zombieneighbours wrote:
lordzack wrote:
Zombieneighbours wrote:
lordzack wrote:
Well I think he's more powerful than he needs to be in the first place. I think he doesn't need to be much more powerful than the Star Spawn of Cthulhu as it is now and I think that should be less powerful as well. Just my opinion, though.

Based on?

Bet your going to mention the Alert.

Well there is that (if you're talking about the steamship), however it's more of a general dislike for, what I see as, a tendency to inflate CRs when a creature is even remotely impressive. Personally I think Balors should be around CR 10, for instance.

The Alert was a steam yacht. Examples of her class include the Amazon (small at 102 feet and 84 tons displacement) and the MV Struma(a respectable 148.4 feet). These vessels have considerable mass, and carry greatly more(the alert is described as heavily armed). Being hit by one of these things is not quiet like being hit be a locomotive, but is certainly closer to that, than being hit by magic great sword wielded by even the heaviest hitter in the DPR olympics. And good old Cthulhu is little more than slowed down by the blow.

I love how people always bring it up as an argument that Cthulhu should easily fall to their character swinging a pointy stick.


We're not talking about a pointy stick, we're talking about weapons and magic that can fell demigods.


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Dungeon Master Zack wrote:
We're not talking about a pointy stick, we're talking about weapons and magic that can fell demigods.

And far, far, far too easily, might I add. Tough to point to a demigod as being anything special when they can be completely eradicated in a matter of 12 seconds or less. But, that's partly why I have an issue with stats for anything "godly" at all.

Just my opinion.


What exactly is Xenophobic Rage?


Dungeon Master Zack wrote:
We're not talking about a pointy stick, we're talking about weapons and magic that can fell demigods.

There's only one demigod I know of with stats, and that's Achaekek. Good luck "felling" that with all your magic and weapons since you'll never be dealing anything other than nonlethal damage to the guy, and he regenerates 40 of that a turn anyway.


Demon Lords and Empyreal Lords are supposed to be equivalent in power to demigods and are stated in Bestiary 5.

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