Cthulhu (5e Creature)
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Gargantuan aberration (great old one), chaotic evil
Saving Throws Dex +11, Int +16, Wis +17, Cha +14
Eldritch Resistance (5/Day). If Cthulhu fails a saving throw, he can choose to succeed instead.
Non-Euclidean Madness. A creature that starts its turn within 240 feet of Cthulhu must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
Palingenesis. When Cthulhu is reduced to 0 hit points or killed, only his physical shell is destroyed. It will reform at a later point.
Regeneration. Cthulhu regains 15 hit points at the start 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 magical effects.
Magic Weapons. Cthulhu's weapon attacks are magical.
Multiattack. Cthulhu uses its Otherworldly Gaze. He then makes four attacks: two with his wings and two with his claws, or two with his tentacles and two with his claws.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 37 (5d10 + 10) slashing damage.
Tentacles. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). If the target is Huge or smaller, it is also restrained until this grapple 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: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. The target has to succeed on a DC 20 Strength check or will be knocked prone.
Otherworldly Gaze. A creature of Cthulhu's choice that is within 120 feet of Cthulhu must succeed on a DC 25 Intelligence saving throw, taking 33 (6d10) psychic damage on a failed save, 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 25 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save and be deafened until the end of its next turn, or half as much and not deafened on a successful one. Each creature also has to make a DC 25 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. Being Deafened does not protect against psychic and grants immunity to Thunder Damage
The Cthulhu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Cthulhu regains spent legendary actions at the start of its turn.
Attack. Cthulhu makes one claw attack, one wing attack, or one tentacle attack.
Great Cthulhu is one of the Great Old Ones, a god-like being asleep somewhere under the ocean. Currently trapped, Cthulhu will eventually awaken, an event subconsciously feared by all sentient races.