Avatar of Cthulhu [Archive] - Wizards Community

Post/Author/DateTimePost
Easalyamusedoldman

09-20-07, 08:39 AM
Ok, i need to know what kind of creature could be tweeked to make it an Avatar of the great Cthulhu. This is not the great old one himself, mearly a quasi-real group-subconsious manifestation bearing a fraction of the power of the real Cthulhu. It's going to be one of the last encounters of the campaign, only the leader of the cult is after him. So, what i'm looking for is a creature that i can use as a base for the physical strength and CR of the avatar.
xXOblivionXx

09-20-07, 08:42 AM
A very powerful Illithid will do the job.
Easalyamusedoldman

09-20-07, 08:51 AM
A very powerful Illithid will do the job.

Well, i thought that, but i was wondering if there could be anything else.
zeratulcraft

09-20-07, 09:18 AM
A Psuedonatural Illithid?
Easalyamusedoldman

09-20-07, 09:21 AM
A Psuedonatural Illithid?

:twitch: I can't belive i missed that.
Return of the Flumph

09-20-07, 09:46 AM
Pseudonatural or half farspawn illithid with half dragon template as well makes a perfect mini-thulhu.
Igfig

09-20-07, 11:46 AM
If you have access to the Call of Cthulhu RPG, you can take a look at Cthulhu's actual stats (though they're balanced for 3.0, not 3.5). A pseudonatural illithid would fit the concept well, what with the Rotting Constriction and Improved Grab on the tentacles. Mind Blast might need some modifications (Cthulhu isn't psionic), but the SLAs would definitely need an overhaul. Cthulhu's powers are more weather-and-astronomy based, overall. Also, Cthulhu has the Water subtype, and slightly different resistances. My very first, super-quick draft of the desired stats would be:

ASPECT OF CTHULHU
CR 21
Pseudonatural Illithid
NE Medium Outsider (Water)
Init +11; Senses darkvision 60 ft.; Listen +16, Spot +16
Languages Common, Great Old One, two others
----------------------------
AC 52, touch 17, flat-footed 45
(+ 7 Dex, +35 natural)
hp 112 (8 HD); DR 10/epic
Resist fire, sonic 25; SR 40
Fort +8, Ref +9, Will +14
----------------------------
Speed 60 ft. (12 squares)
Melee 6 tentacles +34 melee (2d8+12)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +18
Atk Options constant insight, improved grab, rotting constriction
Special Actions mind blast, extract
Spell-Like Abilities (CL 20th)
At will—alter self, blur, clutch of Cthulhu (as clutch of Orcus), control weather, call lightning, detect thoughts, dimension door, enervation, unhallow
----------------------------
Abilities Str 34, Dex 24, Con 22, Int 29, Wis 27, Cha 27
SQ telepathy 60 ft.
Feats Combat Casting, Improved Initiative, Weapon Focus (tentacle)
Skills lots


This of course needs some improvements. HD need to be higher, mostly, with commensurate modifications elsewhere.

But really, it would probably be even more effective if you just made up the stats yourself. If you don't want a CR 21 creature, then make one of your own. I would use powerful outsiders as a guide for stats.
ArchmageOmega

09-20-07, 12:12 PM
My first thought was a half-farspawn kraken, although I don't know what CR that'd be.
UnrelentingHoror

09-20-07, 04:46 PM
If you have access to the Call of Cthulhu RPG, you can take a look at Cthulhu's actual stats (though they're balanced for 3.0, not 3.5). A pseudonatural illithid would fit the concept well, what with the Rotting Constriction and Improved Grab on the tentacles. Mind Blast might need some modifications (Cthulhu isn't psionic), but the SLAs would definitely need an overhaul. Cthulhu's powers are more weather-and-astronomy based, overall. Also, Cthulhu has the Water subtype, and slightly different resistances. My very first, super-quick draft of the desired stats would be:

ASPECT OF CTHULHU
CR 21
Pseudonatural Illithid
NE Medium Outsider (Water)
Init +11; Senses darkvision 60 ft.; Listen +16, Spot +16
Languages Common, Great Old One, two others
----------------------------
AC 52, touch 17, flat-footed 45
(+ 7 Dex, +35 natural)
hp 112 (8 HD); DR 10/epic
Resist fire, sonic 25; SR 40
Fort +8, Ref +9, Will +14
----------------------------
Speed 60 ft. (12 squares)
Melee 6 tentacles +34 melee (2d8+12)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +18
Atk Options constant insight, improved grab, rotting constriction
Special Actions mind blast, extract
Spell-Like Abilities (CL 20th)
At will—alter self, blur, clutch of Cthulhu (as clutch of Orcus), control weather, call lightning, detect thoughts, dimension door, enervation, unhallow
----------------------------
Abilities Str 34, Dex 24, Con 22, Int 29, Wis 27, Cha 27
SQ telepathy 60 ft.
Feats Combat Casting, Improved Initiative, Weapon Focus (tentacle)
Skills lots


This of course needs some improvements. HD need to be higher, mostly, with commensurate modifications elsewhere.

But really, it would probably be even more effective if you just made up the stats yourself. If you don't want a CR 21 creature, then make one of your own. I would use powerful outsiders as a guide for stats.

Well Remember cthulhu was verry mutable as far as proportions go, so you might want to up his reach disproportionate to his size as he can stretch and whatnot. Also wheres the dream and madness oriented abilitys?

I know its just an aspect but still those are core things. Maybe even some sort of DR/law would be waranted and likely fast healing or regeneration.
Igfig

09-20-07, 09:41 PM
I agree that Fast Healing or something similar is warranted; I was planning to add it in a second draft.

I haven't included any dream or madness powers because Cthulhu doesn't actually have any in his published stats. He does have Alter Self, though, which could give him an improved reach.