Magical methods, such as teleportation or freedom of movement, are likely to offer the only real route to escape for such a victim. Physical escape from Cthulhu’s clutches is practically impossible, and requires a successful Escape Artist or combat maneuver check against CMD 55 + influence DC. Creatures held in Cthulhu’s grip do not take damage, for Cthulhu must devour living bodies in order to grow. On a successful Fortitude save, the victim is considered grappled. Failure indicates the victim must make a successful Fortitude save to avoid being instantly consumed. 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. 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. At the GM’s option, creatures of lesser soul and/or intelligence (i.e. Physical size is largely irrelevant when it comes to devouring. For the purposes of tracking the progress of his increasing power, it is convenient to use a humanoid as a unit of measurement. Influence Effectsĭevouring Great Cthulhu gains power and increases his influence stage by devouring intelligent, living creatures, body and soul.
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. A miracle or wish can automatically force Cthulhu’s influence stage to shift down by 1, to a minimum of influence stage 1.Īt influence stages above 1, damage to Cthulhu is tracked as normal for combating influences. 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. 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 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. Influence Stage 4 (DC 35)Įffects devouring, devastation, non-euclidean geometry, telepathic assault (global enslavement) DefeatĬombat Cthulhu can be defeated through damage. Speed 2,000 ft., fly 4,000 ft., swim 2,000 ft.Įffects devouring, non-euclidean geometry, telepathic assault (anarchy)Įscalation In order to advance to stage 4, Cthulhu must successfully use his devour effect 100,000 times. squareĮffects devouring, non-euclidean geometry, telepathic assault (despair)Įscalation In order to advance to stage 3, Cthulhu must successfully use his devour effect 1,000 times. squareĮffects devouring, non-euclidean geometry, telepathic assault (fear)Įscalation In order to advance to stage 2, Cthulhu must successfully use his devour effect 10 times. Servitors deep ones, starspawn Influence Stage 1 (DC 27)Īrea 80-ft.
Worshipers deep one hybrids, doomsayers, dreamers, insane artists
Temple caverns, coastal churches, hidden coves, remote islands Symbol complex rune surrounding an open eye Subdomains Deep Space, Insanity, Nightmare, Stars Sandy Petersen's Cthulhu Mythos - PathfinderĬE Great Old One of cataclysms, dreams, and the stars