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I am planning a campaign arc where the antagonists are followers of the entity known as Cthulhu from H.P Lovecraft's strange tales. In the end of the campaign I'd like to have the adventurers fight Cthulhu or at least an aspect of cthulhu and I am wondering if there is anything published (official or otherwise) with a stat block inspired by the original Cthulhu for d20 system or am I just better off making my own?

The following descriptions are from Wikipedia here is the link.

The original Cthulhu is described as "A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind."

Cthulhu has been described as a mix between a giant human, an octopus and a dragon, and is depicted as being hundreds of meters tall, with human-looking arms and legs and a pair of rudimentary wings on its back.

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Related: Which systems use the Cthulhu Mythos?, which includes mention of the d20 Call of Cthulhu game. – BESW Mar 13 '13 at 2:47
up vote 9 down vote accepted

Yeah, the d20 version of Call of Cthulhu is pretty complete. It has a stat block for a demigod version Cthulhu on p.292. You likely don't want to fight Cthulhu himself however...

Try on this CR 20 Starspawn of Cthulhu (a mini Cthulhu) for Pathfinder. Cthulhu himself is more of a god, no stat block.

Update: Cthulhu himself is now found in Pathfinder's Bestiary 4 as a CR 30 creature.

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Thanks for the links! I was un aware that they had a d20 call of Cthulhu book. – Antonio Mar 13 '13 at 3:08

Well, first of all, this thread is all about the concept, starting with a variation on the katanas are underpowered in d20 meme. Several posters are unimpressed with Cthulu’s accomplishments as described in Lovecraft’s novels.

This leads me to point out that the reason Cthulu was terrifying and dangerous in Lovecraft’s work is because he was invading the real world, the one without magic. In Dungeons & Dragons, where you have actual gods and archfiends running around mucking things up, Cthulu as described by Lovecraft would be a non-entity.

That said, Elder Evils is a book that’s basically “how to turn your D&D campaign into a Lovecraftian horror story.”

Also, Lords of Madness focuses on the aberrations of the Far Plane, which itself was obviously inspired by Lovecraft. The Illithids, the most famous aberrations and one of the major “Product Identity” monsters for D&D, has the Cthuloid octopus-as-a-head. Other creatures reference Cthulu, or the Lovecraft mythos in general, such as aboleths, kuo-toa (who supposed to be the Deep Ones from Shadow Over Innsmouth), and so on. Bolothamog and Piscaethces, aboleth deities mentioned in Lords of Madness, reference the Cthulu mythos as well.

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I did not know kuo-toa were supposed to be Deep Ones! I always wondered why there were so many redundant "evil deep-sea fish people"; that one of them was a Mythos reference explains how they're not quite so redundant. – SevenSidedDie Mar 13 '13 at 3:02
The inspiration for the campaign came from Elder Evils and lords of madness along with the video game terraria which has a boss featured as the eye of Cthulhu, I then did some research on the actual Cthulhu and decided it would be cool to run a D&D campaign based on it. I see your point that Cthulhu would be of non-deity status but I am going for more of an elder evil. (like the Kraken from the 80's movie Clash of the Titans) – Antonio Mar 13 '13 at 3:18
Accerak the Demi-Lich is not of godlike power and is still extremely powerful, so are many other world shaking villains. I would like to have that same level of power in Cthulhu – Antonio Mar 13 '13 at 3:20
@John_Underwood Acererak had a power-grab that failed; he was never a big player on the multiplanar level. He's now a non-entity Vestige (Tome of Magic). Still, if you have a setting based around this (limited, if any, contact with other planes, most creatures of note are low-level humanoids), and you keep player levels low, power well under multiplanar-level can still be overwhelming. – KRyan Mar 13 '13 at 3:24
@KRyan Ok Accerak was a bad example. I'm going for a consealed powerful cult that is extremely secretive, but I want Cthulhu to be on par with like a demon lord in terms of power and influence. – Antonio Mar 13 '13 at 3:34

It would seem my first answer did not conform to answer-structure, so I will try again.... Here is the pathfinder data block for Cthulhu as a CR 30 creature. Not a "god", but of comparable power

Cthulhu CR 30 XP 9,830,400 CE Colossal aberration (chaotic, evil, Great Old One) Init +15; Senses darkvision 60 ft., true seeing; Perception +52 Aura unspeakable presence (300 ft., DC 40)

DEFENSE AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size) hp 774 (36d8+612); fast healing 30 Fort +29, Ref +29, Will +33 Defensive Abilities freedom of movement, immortality, insanity (DC 40), non-euclidean; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification; Resist acid 30, electricity 30, fire 30, sonic 30; SR 41

DEFENSE Speed 60 ft., fly 200 ft. (average), swim 60 ft. Melee 2 claws +42 (4d6+23/19–20 plus grab), 4 tentacles +42 (2d10+34/19–20 plus grab) Space 40 ft.; Reach 40 ft. Special Attacks cleaving claws, constrict (3d6+23), dreams of madness, Mythic Power (10/day, Surge +1d12), powerful blows (tentacle), tentacles, trample (2d8+30, DC 51) Spell-Like Abilities (CL 30th; concentration +42)

Constant—freedom of movement, true seeing At will—astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM 3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31) 1/day—implosion (DC 31), summon (level 9, 2d4 star-spawn of Cthulhu 100%), symbol of insanity (DC 30), wish M

STATISTICS Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34 Base Atk +27; CMB +58 (+60 bull rush, +62 grapple or sunder); CMD 97 (99 vs. bull rush or sunder) Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-Like Ability (feeblemind), Staggering Critical, Vital Strike Skills Fly +36, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +49, Spellcraft +49, Swim +70, Use Magic Device +48 Languages Aklo; telepathy 300 ft. SQ compression, greater starflight, otherworldly insight


A single attack from one of Cthulhu's claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.

Dreams of Madness (Su)

When Cthulhu uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity. This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.

Greater Starflight (Su)

Cthulhu can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM's discretion).

Immortality (Ex)

If Cthulhu is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can't be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. Cthulhu returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, Cthulhu reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R'lyeh until he is released again. The save DC is Constitution-based.

Non-Euclidean (Ex)

Cthulhu does not exist wholly in the physical world, and space and time strain against his presence. This grants Cthulhu a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon Cthulhu while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.

Tentacles (Ex)

Cthulhu's tentacles are a primary attack.

Unspeakable Presence (Su)

Failing a DC 40 Will save against Cthulhu's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against Cthulhu's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.

the link to the original location for this information is here:

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This seems like a simple copy-paste jobby. Which is, itself, copyrighted. The problem is both that you simply reproduce copyrighted content without formatting. If you're merely going to point the querent at pathfinder (despite this being a 3.5 question) discuss why this Cthulhu is appropriate, and what conversion problems may result. – Brian Ballsun-Stanton Sep 7 '14 at 23:55

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