Deity Statistics [Archive] - Wizards Community

Post/Author/DateTimePost
Huzzah!

03-15-07, 01:37 AM
Quick Question!

Does anyone know where I could find stats for Cthulhu as a power?



Please don't groan at me. I'm just wondering. :coolcthul
Taelohn

03-15-07, 02:06 AM
Call of Cthulhu d20... he's a 42 HD demigod, IIRC.
Huzzah!

03-15-07, 02:08 AM
Domo.
Jaerom Darkwind

03-15-07, 07:45 PM
Note that those were in 3.0 and only using a preliminary draft of the divine rules. He'd need some serious updates before being used in a campaign.
Huzzah!

03-16-07, 02:05 AM
Are there any updates available for perusal? Anywhere?
Gemstone

03-16-07, 08:01 AM
IIRC.
I've been wondering what that means for a while?
kreesteeyan

03-16-07, 08:35 AM
if I remember correctly.
Jaerom Darkwind

03-16-07, 05:41 PM
Alternately, If I Recall Correctly.
Gemstone

03-16-07, 06:49 PM
Thanks :)
CelestialBarbarian

03-16-07, 07:35 PM
Call of Cthulhu d20... he's a 42 HD demigod, IIRC.

The original 1st Ed Deities and Demigods listed Cthulhu as a greater god.
Dethelas

03-16-07, 11:47 PM
The original 1st Ed Deities and Demigods that listed Cthulhu nearly got TSR sued for copyright infringement, so they issued a reprint without the mythos. You're lucky if you own a copy.
tridiak

03-17-07, 02:10 AM
I have a copy i believe.
CelestialBarbarian

03-17-07, 02:51 AM
The original 1st Ed Deities and Demigods that listed Cthulhu nearly got TSR sued for copyright infringement, so they issued a reprint without the mythos. You're lucky if you own a copy.

I do own one. That's how I know it lists Cthulhu as a greater god. :P

Edit: I might point out tha the book had no intermeidate gods, just greater, lesser and demigods.
Elessar Lespin

03-18-07, 01:03 PM
Carried over from another source:

Cthulhu
(Tulu, Tluhluh, Ktulu)
Fully advanced paragon star-spawn, Great Old One, Demigod
Symbol: image of the god
Home Plane: Lovecraftian Earth, R’lyeh (possible connections to other planes)
Allignement: chaotic evil
Portfolio: destruction, evil, madness, lost secrets
Worshipers: any
Cleric allignement: CE, NE
Domains: destruction, evil, water
Favored weapon: natural weapons

36 HD+ 26 level wizard
Colossal aberration
DR 5
HD: 36 d8 + 26 d4 (1332+104+442), 1878 hp
Initiative: +11 (+7 dex, +4 impr. initiative)
Speed: 150 ft (swimming 150 ft, flying 300 ft – poor)
AC: 58 (+20 natural, +12 insight, +12 luck, +7 dex, -8 size, +5 divine), touch 38, flat-footed 51
Base attacks: 2 claws +81, 6 tentacles +79, 1 crush +79
Damage: 4d6 + 43 claw, 2d6 + 31 tentacle (19/20), 4d6 + 31 crush
Space/reach: 40ft by 40 ft, 25 ft
Special attacks: spells, spell-like abilities, domain powers, horrible grip
Special qualities: divine immunities, infravision 60 ft, DR 15/epic, fast healing 50/r, SR 68, fire resistance 25, sonic resistence 25, divine aura 50 ft, natural immunities (pressure,vacuum)
Saves: Fort + 57, Ref + 47, Will + 63
Abilities: str 56, dex 25, con 44, int 35, wis 32, char 32
Skills: alchemy +77, climb +60, concentration +72, hide -15, listen +65, knowledge (arcana) +77, knowledge (planes) + 66, knowledge (religion) + 77, knowledge (history) + 66, search +65, spellcraft +77, spot + 70,
Feats: alertness, cleave, combat reflexes, empower spell, endurance, energy substitution, enlarge spell, eschew material, extend spell, great fortitude, greater spell penetration, heightened spell, improved critical (tentacle), improved initiative, iron will, lightning reflexes, maximize spell, multiattack, power attack, quicken spell, reach spell, silent spell, snatch, spell penetration, still spell, sunder,
Epic feats: epic spellcasting, improved spell capacity (10°), improved spell capacity (11°), improved spell capacity (12°)


Horrible grip: Cthulhu can snatch with one of his tentacles, even if the creature is only one size smaller than him. Every round the victim is grappled, Cthulhu inflicts automatic tentacle damage and one of the following: rot (loss of 2d4 pts from str, dex and con; those can be recovered only with a restoration spell cast by a 22 level priest), energy drain (6 levels, or 3 levels on a successful fortitude save, DC 44), madness (wisdom and sanity, if applicable, drop to 1; those can be recovered only with a restoration spell cast by a 26 level priest) or disintegration (fortitude save, DC 44). Chtulhu can choose the effects every round for each tentacle. A victim can be hit and grappled by more than one tentacle.
Call star-spawn: as supreme ruler and priest of his race, Cthulhu may three times a day call up to 70 hd worth of star-spawn.
Natural immunities: Immune to pressure and vacuum
Azathoth priest: as supreme priest of the Mad God and Chaos Manifested, Cthulhu is totally immune to sanity loss, madness and confusion, even if provoked by an higher-rank divinity.
Alter reality: Cthulhu can use limited wish with regard to his portfolio; this costs no xp and requires a standard action to implement. As a free action 5/day, for one round at a time, Cthulhu may add +11 to his spellcaster level, or to all damage rolls.
Divine immunities: transmutation, energy drain, ability drain, ability damage, mind-affecting effects, electricity, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration. Cthulhu is also immune to cold.
Divine power: mortal items are of no use to Cthulhu , being weaker than his own innate powers. Cthulhu gains no benefit from a deflection, enhancement, resistance, insight, sacred or profane bonus than is less than +5. This only applies to bonuses that affect Cthulhu himself; (eventual) weaponry and armor is unaffected by this
Domain powers: evil spells at +1 level; 5/day, smite power (+4 to attack bonus, +5 to damage); 14/day, turn or destroy fire creatures, rebuke or command water creatures.
Salient divine abilities: Alter form, Alter size, Divine fast healing (x2), increased energy resistance (fire), increased energy resistance (sonic).
Note: Cthulhu may use alter form to change himself in a huge green cloud and back, at will, as “gaseous form” spell.

Spell-like abilities: at will (caster level 67, evil spells at 68 level, DC 36 + spell level): blasphemy, circle of doom, cone of cold, contagion, control water, create undead, desecrate, disintegrate, dispel good, earthquake, elemental swarm (water), fog cloud, harm, horrid wilting, ice storm, implosion, inflict critical wounds, inflict light wounds, magic circle vs good, obscuring mist, protection from good, shatter, summon monster IX (lovecraftian creatures) unholy aura, unholy blight.
at will: (caster level 39): detect good, detect magic, deeper darkness, teleport without error
3/day (caster level 39): poison, call lightning, protection from elements, silent image, fire shield; 1/day: (caster level 39): control weather, phantasmal killer, animal growth
Wizard Spells/day (levels 0-11): 4/7/7/7/7/6/6/6/6/5/2/2/2. Caster level 26. Base DC: 33 + spell level.
Epic spells/day: 7
Other divine powers: as a demigod, Chtulhu do not automatically fail on a natural attack roll of 1. Cthulhu can see, hear, touch and smell a a distance of 5 miles. As a standard action, he can perceive anything within 5 miles of his worshippers, (un)holy sites, objects or any location where one of his tiles or name was spoken in the last hour. He can extend his senses to up to two loations at once. He can block the sensing power of deities of his or lower rank at up to two remote locations at once for 5 hours. Cthulhu can sense any event in the present involving his portfolios that involves at least one thousand people. Cthulhu may create any magical items related to its portfolio up to 4500 gp.

Note: Cthulhu sleeps in the sunken city of R’lyeh. Even in his semi-comatose state, he can grant spells to his followers. In the rare event of an awakening, all people in the planet have dreams ranging from bad to horrible, depending on personal sensitivity.


Please note that this is a non-sanctioned stats block made by a
player. However for a true epic game I believe these stats will work out
a bit better and pose a bit more of a challenge since we all know that stats
for deities laid out by WotC and co are a bit lacking...
Jaerom Darkwind

03-18-07, 10:06 PM
Here are stats that I whipped up a while back, based on precedents set in FC I & II.

Cthulhu
Colossal Aberration (Extraplanar)
Hit Dice: 16d8 + 144 (220 hp)
Initiative: +6
Speed: 30 ft. (6 squares); fly 30 ft. (poor) (12 squares)
Armor Class: 29 (+0 Dex, +27 Natural, –8 size), touch 2, flat-footed 29
Base Attack/Grapple: +12/+45
Attack: Tentacle +29 melee (2d6+17)
Full Attack: 4 tentacles +29 melee (2d6+17), 2 claws +27 melee (2d6+17)
Space/Reach: 30 ft./30 ft.
Special Attacks: Mind blast, psionics, improved grab
Special Qualities: Acid resistance 15, aura of insanity, damage reduction 15/magic, electricity resistance 15, regeneration 10, spell resistance 32, telepathy 100 ft.
Saves: Fort +14, Ref +5, Will +14
Abilities: Str 44, Dex 10, Con 28, Int 20, Wis 18, Cha 17
Skills: Bluff +22, Concentration +28, Diplomacy +15, Disguise +10 (+12 acting), Hide +14, Intimidate +16, Knowledge (forbidden lore) +24, Listen +21, Move Silently +14, Sense Motive +19, Spot +21
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Snatch
Environment: The sunken city of R'lyeh
Organization: Solitary (unique)
Challenge Rating: 15
Treasure: Triple standard
Alignment: Neutral evil
Advancement: 17–30 (DvR —), 31–40 (DvR 0), 41+ (1 DvR per 3 hit dice, maximum 5)

Improved Grab (Ex): To use this ability, Cthulhu must hit a creature with its tentacle attack. It can then attempt to start a grapple without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent’s head.

Maddening Presence (Ex): All creatures within 60 feet of Cthulhu must succeed on a Will save (DC 21) each round or suffer the effects of the insanity spell. The save DC is Charisma-based.

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 21 Will save or be stunned for 3d4 rounds. This ability is the equivalent of a 4th-level spell.

Psionics (Sp): At will—charm monster (DC 17), detect thoughts (DC 15), plane shift, polymorph, suggestion (DC 16). Effective caster level 16th. The save DCs are Charisma-based.

Regeneration (Ex): Only attacks that penetrate its damage reduction deal normal damage to Cthulhu.
bluemage55

03-18-07, 10:53 PM
For those that don't realize, JD is satirizing the pathetically weak archfiend stats found in FCI and FCII.
CelestialBarbarian

03-19-07, 01:14 AM
For those that don't realize, JD is satirizing the pathetically weak archfiend stats found in FCI and FCII.

I didn't realize it, but as I disapproved of the pathetically weak gods of 2nd Ed, I approve of anything satirizing pathetically weak versions of gods. What is the FC?
bluemage55

03-19-07, 01:27 AM
I didn't realize it, but as I disapproved of the pathetically weak gods of 2nd Ed, I approve of anything satirizing pathetically weak versions of gods. What is the FC?

Fiendish Codex.
CelestialBarbarian

03-19-07, 01:37 AM
Fiendish Codex.

Ah. I was just looking at the FC I and bemoaning the pathetically weak demon princes there this past week. :(
Jaerom Darkwind

03-19-07, 02:09 AM
It's okay, though, because even though this is the basic Cthulhu, if you need him to be more powerful in your game, you can just advance him to the appropriate CR.

Also, would you believe that my spell-checker didn't have Cthulhu in its dictionary?
bluemage55

03-19-07, 02:28 AM
It's okay, though, because even though this is the basic Cthulhu, if you need him to be more powerful in your game, you can just advance him to the appropriate CR.


I don't suppose the fact that he needs to be more powerful in any game to be cosmologically apporpriate could convince you to stat him at a higher CR? :D

To be more serious, though, as long as you play the FC archfiend stats as those of their aspects and not the actual archfiends themselves, you're good to go.
Jaerom Darkwind

03-19-07, 07:19 AM
I don't suppose the fact that he needs to be more powerful in any game to be cosmologically apporpriate could convince you to stat him at a higher CR? :DWhen did he ever do anything not covered by these stats?