Great Cthulhu CR 21; XP 409,600 CE Great Old One of cataclysms, dreams, and the stars Primary Source H P Lovecraft, “The Call of Cthulhu” C U LT Domains Chaos, Evil, Madness, Void Subdomains Deep Space, Insanity, Nightmare, Stars Favored Weapon dagger Symbol complex rune surrounding an open eye Temple caverns, coastal churches, hidden coves, remote islands Worshipers deep one hybrids, doomsayers, dreamers, insane artists Servitors deep ones, starspawn I N F L U E N C E S TA G E D C 27 Speed 40 ft., fly 80 ft., swim 40 ft Area 80-ft radius; Nucleus 30-ft square Effects devouring, non-euclidean geometry, telepathic assault (fear) Proxy starspawn (see page 385) Escalation In order to advance to stage 2, Cthulhu must successfully use his devour effect 10 times I N F L U E N C E S TA G E DC 30 CR 24; XP 1,228,800 Speed 500 ft., fly 1,000 ft., swim 500 ft Area 400-ft radius; Nucleus 100-ft square AC 42; Saves +25; hp 520 Effects devouring, non-euclidean geometry, telepathic assault (despair) Escalation In order to advance to stage 3, Cthulhu must successfully use his devour effect 1,000 times I N F L U E N C E S TA G E D C 32 CR 27; XP 3,276,800 Speed 2,000 ft., fly 4,000 ft., swim 2,000 ft Area mile; Nucleus 300-ft square What You See This colossal, corpulent dragonoctopus hybrid possesses bat-like wings, huge talons, and a face that is a mass of tentacles and feelers Green and ever-shifting, its carapace ranges from gelatinous to chitinous 232 AC 45; Saves +28; hp 640 Effects devouring, non-euclidean geometry, telepathic assault (anarchy) Escalation In order to advance to stage 4, Cthulhu must successfully use his devour effect 100,000 times I N F L U E N C E S TA G E D C 35 CR 30; XP 9,830,400 Speed miles, fly miles, swim miles Area 10 miles; Nucleus 1,000-ft square AC 48; Saves +31; hp 760 Effects devouring, devastation, non-euclidean geometry, telepathic assault (global enslavement) D E F E AT Combat Cthulhu can be defeated through damage At influence stage 1, if the starspawn that serves as Cthulhu’s proxy is slain, Cthulhu is banished and his essence returns to R’lyeh to slumber once more His slumber has no minimum duration: the conditions that woke him from slumber can happen again at any point, when the stars are right At higher influence stages, Cthulhu’s size and power outstrip those of a creature that can be confronted in the classic sense, but damage can still affect him, forcing him to de-escalate to a lower stage from which he must devour anew to increase stage once again A miracle or wish can automatically force Cthulhu’s influence stage to shift down by 1, to a minimum of influence stage At influence stages above 1, damage to Cthulhu is tracked as normal for combating influences (see page 204) When an influence stage’s hit points are reduced to 0, Cthulhu’s influence decreases by one stage but has maximum hit points for that stage INFLUENCE EFFEC TS Devouring Great Cthulhu gains power and increases his influence stage by devouring intelligent, living creatures, body and soul For the purposes of tracking the progress of his increasing power, it is convenient to use a humanoid as a unit of measurement Physical size is largely irrelevant when it comes to devouring At the GM’s option, creatures of lesser soul and/or intelligence (i.e animals, vermin, beasts) could count as fractions of a humanoid, while creatures of greater soul and/or intelligence (such as powerful outsiders, dragons, or heroic adventurers) could count as more When a creature begins its turn within the area of Cthulhu’s influence, it must make a successful Reflex save to avoid being snatched up by Cthulhu’s flabby claws and tentacles Failure indicates the victim must make a successful Fortitude save to avoid being instantly consumed On a successful Fortitude save,