Armor Class 25 ( natural armor )
Hit Points 2665 ( 130d20 + 1300 )
Speed 30 ft., fly 60 ft., swim 60 foot .
|30 (+10)||13 (+1)||30 (+10)||25 (+7)||26 (+8)||30 (+10)|
Saving Throws Dex +15, Int +21, Wis +22, Cha +24
Skills Arcana +14, Insight +15, Intimidation +13, Perception +17
Damage Immunities necrotic, poison, psychic ; bludgeon, cutting, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned, stunned
Senses darkvision 120 ft., truesight 120 ft., passive Perception 27
Languages Tongue of the Great Old Ones, Deep Speech, telepathy 640 foot.
Challenge 50 ( 1,220,000 XP )
Eldritch Resistance (5/Day). If Cthulhu fails a save throw, he can choose to succeed rather.
Reading: Cthulhu (5e Creature) – D&D Wiki
Non-Euclidean Madness. 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. A animal can repeat the preservation give at the end of each of its turns, ending the consequence on itself on a achiever. If a creature ’ mho saving throw is successful or the impression ends for it, the creature is immune to this ability for the future 24 hours. Palingenesis. When Cthulhu is reduced to 0 hit points or killed, entirely his physical shell is destroyed. He will reform at a late point. Regeneration. Cthulhu regains 100 hit points at the depart of his turn. Siege Monster. Cthulhu deals double damage to objects and structures. Magic Resistance. Cthulhu has advantage on saving throws against spells and other charming effects. Magic Weapons. Cthulhu ‘s weapon attacks are charming .
Multiattack. Cthulhu uses his Otherworldly Gaze. He then makes four attacks : two with his wings and two with his claw, or two with his tentacles and two with his claw. Claw. Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 307 ( 54d10 + 10 ) slashing wrong. Tentacles. Melee Weapon Attack: +24 to hit, reach 20 ft., one target. Hit: 246 ( 43d10 + 10 ) bludgeon damage. If the target is a creature, it is grappled ( escape DC 20 ). If the target is Huge or smaller, it is besides restrained until this grapnel 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 it is grappling moves with it. Wing. Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 252 ( 44d10 + 10 ) club 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 120 feet of Cthulhu must make a DC 32 Intelligence saving throw, taking 198 ( 36d10 ) psychic damage on a fail salvage, or half as much damage on a successful one. Eldritch Howl (Recharge 6). Cthulhu emits a soul-splintering howl. Each creature in a 60-foot radius around Cthulhu must make a DC 32 Constitution saving bewilder, taking 599 ( 109d10 ) thunder wrong on a failed save and be deafened until the end of its future twist, or half as a lot and not deafened on a successful one. Each animal besides has to make a DC 32 Wisdom saving hurl, taking 599 ( 109d10 ) psychic wrong on a fail save, or half as much wrong on a successful one .
The Cthulhu can take 3 legendary actions, choosing from the options below. entirely one fabled action option can be used at a time and only at the end of another animal ‘s go. The Cthulhu regains exhausted fabled actions at the startle of its turn. Attack. Cthulhu makes one claw attack, one wing attack, or one tentacle attack.
Rage (Costs 2 Actions). Cthulhu can use Eldritch Howl if it is recharged. ( Must Roll for Recharge on your turn )
Unspeakable Horror (Costs 3 Actions). Cthulhu consumes the person of an unconscious mind creature within 120 feet of it that it can see. The animal dies and can not be resurrected except via a wish enchantment or until Cthulhu chooses to release its soul or until his physical form is destroyed .
Great Cthulhu is one of the Great Old Ones, a god-like being asleep somewhere under the ocean. Currently trapped, Cthulhu will finally awaken, an event subconsciously feared by all sentient races .