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3.5 IH stuff from my old notes
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 9320393" data-attributes="member: 11368"><p><strong>Cthulhu</strong></p><p><strong></strong></p><p><strong>Demi-Deity<em> (Chaos and Sea Portfolios)</em></strong></p><p></p><p>Size/Type: Colossal Outsider</p><p></p><p>Hit Dice: 50d20+1,050 (2,050 hp, 4,100 hp in R'lyeh) plus 200 hp force field</p><p></p><p>Initiative: Always first, +17 (+3 Dex, +8 Superior Initiative, +6 divine)</p><p></p><p>Speed: 120 ft., swim 120 ft.</p><p></p><p>Armor Class: 73 (-8 size, +3 Dex, +37 natural, +25 armor, +6 divine), touch 11, flat-footed 70</p><p></p><p>Base Attack/Grapple: +50/+93</p><p></p><p>Attack: Tentacle slam +73 melee (4d8+21 and 10d6 acid/18-20); or disintegration ray +55 ranged touch</p><p></p><p>Full Attack: 3 tentacle slams +73 melee (4d8+21 and 10d6 acid/18-20); or disintegration ray +55 ranged touch</p><p></p><p>Space/Reach: 30 ft./20 ft.</p><p></p><p>Special Attacks: Acid, disintegration, spell-like abilities, spells, trample 4d6+39</p><p></p><p>Special Qualities: Divine bonus, DR 15/epic, fast healing 12</p><p></p><p>Saves: Fort +53, Ref +36, Will +53</p><p></p><p>Abilities: Str 53, Dex 16, Con 52, Int 29, Wis 50, Cha 30</p><p></p><p>Feats: Awesome Blow, Empower Spell, Enlarge Spell, Improved Critical (tentacle slam), Improved Initiative, Improved Natural Attack (tentacle slam), Quicken Spell, Power Attack, Weapon Focus (tentacle slam)</p><p></p><p>Epic Feats: Automatic Metamagic Capacity (x4), Epic Prowess (x3), Greater Critical (tentacle slam), Greater Power Attack, Metamagic Freedom, Power Attack Mastery, Superior Initiative, Uncanny Power Attack</p><p></p><p>Divine Abilities: Divine Immensity (x2), Exoskeleton, Multifaceted [6 feats], Perfect Initiative, Squamous, Superior Critical, Superior Power Attack, Superior Acidic Strike, Threatening Critical</p><p></p><p>Environment: R'lyeh</p><p></p><p>Organization: Usually with 2-8 star-spawn</p><p></p><p>Challenge Rating: 57</p><p></p><p>Treasure: Three artifacts (Tomb-Throne of R'lyeh, Incomprehensible Shield, Bands of Power)</p><p></p><p>This colossal horror of the deep is the greatest of the star-spawn and the lord of that race. Mighty cleric of Azathoth and master of alien techno-magics, Cthulhu is a being frightening even to lesser gods.</p><p></p><p>Cthulhu normally stands about 100 feet tall and weighs roughly 700 tons. However, by use of his Divine Immensity ability, he can attain much greater size – up to 400 feet tall and 40,000 tons (Macro-Fine).</p><p></p><p><strong>Combat:</strong></p><p></p><p>Cthulhu treats all critical threats as critical hits (no need to confirm). He Power Attacks at a 3:2 ratio and automatically Power Attacks for whatever amount of the attack roll exceeds AC.</p><p></p><p>Cthulhu opens battle with the use of his destructive spells (favoring <em>quickened empowered flame strike,</em> and <em>enlarged x4 fire storm</em>) and spell-like abilities, using his disintegration ray to snipe distant foes. He then closes to melee, dissolving his weakened foes with his acidic tentacles.</p><p></p><p><strong>Acid (Ex):</strong> Cthulhu's tentacles drip with vitriolic, alien slime, dealing 10d6 additional acid damage.</p><p></p><p><strong>Divine Breath:</strong> Once every 1d4 rounds, cone, 275 ft. range, 12d6 divine damage (Reflex half); destroys prismatic sphere or wall, walls of force, etc.</p><p></p><p><strong>Divine Immensity:</strong> Cthulhu can change his size by one size category per round, to a maximum of two size categories (Huge to Macro-Fine).</p><p></p><p><strong>Disintegration: </strong>At-will: ray, 1,200 ft. range, +55 ranged touch, Fortitude DC 45, 25d6 damage, 3d6 damage on a successful save. The save DC is Charisma-based.</p><p></p><p><strong>Spells: </strong>Cthulhu casts spells as a 25th-level cleric. Domains: Chaos, Sea; spell save DC: 30 + spell level.</p><p></p><p><strong>Spell-like Abilities: </strong>Always active – <em>detect magic; </em>at will –<em> acid arrow, call lightning, greater magic fang, mage armor, magic missile; </em>1/day - <em>call lightning storm, control weather, meteor swarm.</em></p><p></p><p><strong>Trample:</strong> Reflex DC 46. The save DC is Strength-based.</p><p></p><p><strong>Artifacts:</strong></p><p><strong></strong></p><p><strong><em>Great Tomb-Throne of R'lyeh:</em></strong> As long as Cthulhu remains within one mile of this vast sepulchral throne he gains Regeneration 100; acid, fire, lawful, and good attacks deal normal damage to Cthulhu.</p><p></p><p><strong><em>Incomprehensible Shield: </em></strong>This amulet of alien metals produces an energy shield around Cthulhu; it is always active unless Cthulhu chooses to lower it (a free action). It has the effect of four applications of the divine ability Force Field; the force field has a total of 200 hit points and regains 4 hit points per round. In addition, it provides the effect of <em>bracers of epic armor </em>+25.</p><p></p><p><em><strong>Bands of Power:</strong> </em>These alien-metal bands graven with unearthly runes act as a <em>belt of epic strength +40.</em></p><p><em></em></p><p><em>--</em></p><p></p><p><strong>Star-Spawn</strong></p><p></p><p>Size/Type: Large Outsider</p><p></p><p>Hit Dice: 16d8+96 (168 hp)</p><p></p><p>Initiative: +10 (+4 Dex, +4 Improved Initiative, +2 divine)</p><p></p><p>Speed: 40 ft., swim 40 ft.</p><p></p><p>Armor Class: 23 (-1 size, +4 Dex, +2 divine, +8 natural), touch 15, flat-footed 19</p><p></p><p>Base Attack/Grapple: +16/+25</p><p></p><p>Attack: Tentacle slap +20 melee (1d8+5 and 1d6 acid); or disintegration ray +19 ranged touch</p><p></p><p>Full Attack: 3 tentacle slaps +20 melee (1d8+5 and 1d6 acid); or disintegration ray +19 ranged touch</p><p></p><p>Space/Reach: 10 ft./10 ft.</p><p></p><p>Special Attacks: Acid, disintegration, spell-like abilities</p><p></p><p>Special Qualities: Divine traits, DR 10/magic, fast healing 4</p><p></p><p>Abilities: Str 21, Dex 18, Con 23, Int 18, Wis 13, Cha 20</p><p></p><p>Skills: Craft (alchemy, any one other) +23, Knowledge (arcana, history, religion, the planes) +23, Listen +20, Search +20, Spellcraft +23, Spot +20, Survival +20, Swim +32</p><p></p><p>Advancement: 17-19 HD (Large); 20-31 HD (Huge); 32-48 HD (Gargantuan)</p><p></p><p>A star-spawn is a massive creature, 15 feet tall and weighing nearly 5000 pounds.</p><p></p><p><strong>Acid (Ex): </strong>A star-spawn's tentacles drip with vitriolic, alien slime, dealing 1d6 additional acid damage.</p><p></p><p><strong>Disintegration (Su): </strong>At-will: ray, 260 ft. range, +19 ranged touch, Fortitude DC 23, 8d6 damage, 1d6 damage on a successful save. The save DC is Charisma-based.</p><p></p><p><strong>Spell-like Abilities: </strong>Always active – <em>detect magic; </em>at will –<em> acid arrow, call lightning, greater magic fang, mage armor, magic missile; </em>1/day - <em>call lightning storm, control weather.</em></p><p></p><p><strong>Divine Traits (Ex):</strong> A star-spawn adds a +2 bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance.</p><p></p><p><strong>Advancement:</strong> Star-spawn gain various benefits as they advance. A star-spawn's disintegration deals 1d6 damage per 2 HD of the star-spawn, and its fast healing is ¼ of its HD. At 25 HD, a star-spawn's divine bonus increases to +3. At 40 HD, a star-spawn's divine bonus increases to +4.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 9320393, member: 11368"] [B]Cthulhu Demi-Deity[I] (Chaos and Sea Portfolios)[/I][/B] Size/Type: Colossal Outsider Hit Dice: 50d20+1,050 (2,050 hp, 4,100 hp in R'lyeh) plus 200 hp force field Initiative: Always first, +17 (+3 Dex, +8 Superior Initiative, +6 divine) Speed: 120 ft., swim 120 ft. Armor Class: 73 (-8 size, +3 Dex, +37 natural, +25 armor, +6 divine), touch 11, flat-footed 70 Base Attack/Grapple: +50/+93 Attack: Tentacle slam +73 melee (4d8+21 and 10d6 acid/18-20); or disintegration ray +55 ranged touch Full Attack: 3 tentacle slams +73 melee (4d8+21 and 10d6 acid/18-20); or disintegration ray +55 ranged touch Space/Reach: 30 ft./20 ft. Special Attacks: Acid, disintegration, spell-like abilities, spells, trample 4d6+39 Special Qualities: Divine bonus, DR 15/epic, fast healing 12 Saves: Fort +53, Ref +36, Will +53 Abilities: Str 53, Dex 16, Con 52, Int 29, Wis 50, Cha 30 Feats: Awesome Blow, Empower Spell, Enlarge Spell, Improved Critical (tentacle slam), Improved Initiative, Improved Natural Attack (tentacle slam), Quicken Spell, Power Attack, Weapon Focus (tentacle slam) Epic Feats: Automatic Metamagic Capacity (x4), Epic Prowess (x3), Greater Critical (tentacle slam), Greater Power Attack, Metamagic Freedom, Power Attack Mastery, Superior Initiative, Uncanny Power Attack Divine Abilities: Divine Immensity (x2), Exoskeleton, Multifaceted [6 feats], Perfect Initiative, Squamous, Superior Critical, Superior Power Attack, Superior Acidic Strike, Threatening Critical Environment: R'lyeh Organization: Usually with 2-8 star-spawn Challenge Rating: 57 Treasure: Three artifacts (Tomb-Throne of R'lyeh, Incomprehensible Shield, Bands of Power) This colossal horror of the deep is the greatest of the star-spawn and the lord of that race. Mighty cleric of Azathoth and master of alien techno-magics, Cthulhu is a being frightening even to lesser gods. Cthulhu normally stands about 100 feet tall and weighs roughly 700 tons. However, by use of his Divine Immensity ability, he can attain much greater size – up to 400 feet tall and 40,000 tons (Macro-Fine). [B]Combat:[/B] Cthulhu treats all critical threats as critical hits (no need to confirm). He Power Attacks at a 3:2 ratio and automatically Power Attacks for whatever amount of the attack roll exceeds AC. Cthulhu opens battle with the use of his destructive spells (favoring [I]quickened empowered flame strike,[/I] and [I]enlarged x4 fire storm[/I]) and spell-like abilities, using his disintegration ray to snipe distant foes. He then closes to melee, dissolving his weakened foes with his acidic tentacles. [B]Acid (Ex):[/B] Cthulhu's tentacles drip with vitriolic, alien slime, dealing 10d6 additional acid damage. [B]Divine Breath:[/B] Once every 1d4 rounds, cone, 275 ft. range, 12d6 divine damage (Reflex half); destroys prismatic sphere or wall, walls of force, etc. [B]Divine Immensity:[/B] Cthulhu can change his size by one size category per round, to a maximum of two size categories (Huge to Macro-Fine). [B]Disintegration: [/B]At-will: ray, 1,200 ft. range, +55 ranged touch, Fortitude DC 45, 25d6 damage, 3d6 damage on a successful save. The save DC is Charisma-based. [B]Spells: [/B]Cthulhu casts spells as a 25th-level cleric. Domains: Chaos, Sea; spell save DC: 30 + spell level. [B]Spell-like Abilities: [/B]Always active – [I]detect magic; [/I]at will –[I] acid arrow, call lightning, greater magic fang, mage armor, magic missile; [/I]1/day - [I]call lightning storm, control weather, meteor swarm.[/I] [B]Trample:[/B] Reflex DC 46. The save DC is Strength-based. [B]Artifacts: [I]Great Tomb-Throne of R'lyeh:[/I][/B] As long as Cthulhu remains within one mile of this vast sepulchral throne he gains Regeneration 100; acid, fire, lawful, and good attacks deal normal damage to Cthulhu. [B][I]Incomprehensible Shield: [/I][/B]This amulet of alien metals produces an energy shield around Cthulhu; it is always active unless Cthulhu chooses to lower it (a free action). It has the effect of four applications of the divine ability Force Field; the force field has a total of 200 hit points and regains 4 hit points per round. In addition, it provides the effect of [I]bracers of epic armor [/I]+25. [I][B]Bands of Power:[/B] [/I]These alien-metal bands graven with unearthly runes act as a [I]belt of epic strength +40. --[/I] [B]Star-Spawn[/B] Size/Type: Large Outsider Hit Dice: 16d8+96 (168 hp) Initiative: +10 (+4 Dex, +4 Improved Initiative, +2 divine) Speed: 40 ft., swim 40 ft. Armor Class: 23 (-1 size, +4 Dex, +2 divine, +8 natural), touch 15, flat-footed 19 Base Attack/Grapple: +16/+25 Attack: Tentacle slap +20 melee (1d8+5 and 1d6 acid); or disintegration ray +19 ranged touch Full Attack: 3 tentacle slaps +20 melee (1d8+5 and 1d6 acid); or disintegration ray +19 ranged touch Space/Reach: 10 ft./10 ft. Special Attacks: Acid, disintegration, spell-like abilities Special Qualities: Divine traits, DR 10/magic, fast healing 4 Abilities: Str 21, Dex 18, Con 23, Int 18, Wis 13, Cha 20 Skills: Craft (alchemy, any one other) +23, Knowledge (arcana, history, religion, the planes) +23, Listen +20, Search +20, Spellcraft +23, Spot +20, Survival +20, Swim +32 Advancement: 17-19 HD (Large); 20-31 HD (Huge); 32-48 HD (Gargantuan) A star-spawn is a massive creature, 15 feet tall and weighing nearly 5000 pounds. [B]Acid (Ex): [/B]A star-spawn's tentacles drip with vitriolic, alien slime, dealing 1d6 additional acid damage. [B]Disintegration (Su): [/B]At-will: ray, 260 ft. range, +19 ranged touch, Fortitude DC 23, 8d6 damage, 1d6 damage on a successful save. The save DC is Charisma-based. [B]Spell-like Abilities: [/B]Always active – [I]detect magic; [/I]at will –[I] acid arrow, call lightning, greater magic fang, mage armor, magic missile; [/I]1/day - [I]call lightning storm, control weather.[/I] [B]Divine Traits (Ex):[/B] A star-spawn adds a +2 bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, turning checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. [B]Advancement:[/B] Star-spawn gain various benefits as they advance. A star-spawn's disintegration deals 1d6 damage per 2 HD of the star-spawn, and its fast healing is ¼ of its HD. At 25 HD, a star-spawn's divine bonus increases to +3. At 40 HD, a star-spawn's divine bonus increases to +4. [/QUOTE]
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