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Dark_Ansem
2013-02-19, 07:54 AM
Star-Spawn of Cthulhu
Huge Aquatic Outsider (Greater Servitor Race)
Hit Dice: 20d10+100 (210 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft., swim 40 ft.
Armor Class: 22 (-2 size, +14 natural)
Attacks: 4 tentacle rakes +27 melee, 2 claws +22 melee
Damage: Tentacle rake 2d6+9 (improved critical), claw 2d4+4
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Damage reduction 20/+2, fast healing 5, improved grab, rotting constriction
Special Qualities: Spells
Saves: Fort +17, Ref +14, Will +16
Abilities: Str 28, Dex 10, Con 20, Int 21, Wis 19, Cha 10
Skills: Concentration +19, Cthulhu Mythos +15, Listen +15, Search +14, Speak Other Language (any twenty) +15, Spot +15
Feats: Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Iron Will, Lightning Reflexes
Climate/Terrain: Any aquatic
Advancement: 21-32 HD (Huge); 33-60 HD (Gargantuan)
CR: 14
Sanity Loss: 1d6/1d20

They all lay in stone houses in their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready. . . .

-- H.P. Lovecraft, "The Call of Cthulhu"

A star-spawn is a 20-foot-tall anthropoid creature whose head is a mass of feelers and tentacles, above which two eyes as old and cold as an ice age glare at its foes. Its body is rubbery, yet scaled, and its hands and feet end in tremendous claws. Narrow wings hang like a shroud over a star-spawn's shoulders. Wings aren't used for flight, but are deployed for swimming, much as a manta swims.

Star-spawn are lesser, younger examples of the same race from which great Cthulhu himself sprang, though even the youngest is older than humanity. Many were trapped in R'lyeh when it sank, sealed up with their high priest Cthulhu, but some avoided imprisonment. Some still live in deep trenches beneath the ocean and other drowned locales (including a few human city sewers). Others dwell among the stars, such as the entities infesting the Lake of Hali near Aldebaran.

Star-spawn might be encountered by deep-sea explorers intent on raising (or at least searching) a sunken ship or submarine. Sometimes enclaves of deep ones are found near the lairs of star-spawn -- deep ones may even worship lone star-spawn.

Star-spawn are steeped in lore, and can speak the languages of most creatures who once walked the earth in the past, as well as many of the present Earth languages spoken by humans.
Combat

Star-spawn meet most challenges they face with tentacles and claws.

Improved Grab (Ex): If a star-spawn hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without allowing its opponent a free attack. The star spawn uses its tentacle to hold the opponent. Assuming the victim doesn't break free on its action, the star-spawn deals 2d8+9 points of damage or use rotting constriction (see below) each round.

Rotting Constriction (Ex): Once a star-spawn has held an opponent with improved grab, it can drain a living victim of 2d4 points of Strength per round.

Spells: All star-spawn know 1d10 spells chosen from the Magic chapter. Star-spawn never lose Sanity when casting spells (since they don't have a Sanity score).

this is the star-spawn from call of ctulhu d20. I'd like to know how you'd optmize it for spellcasting, all while optimizing it due to its natural course.

AttilaTheGeek
2013-02-19, 12:26 PM
There's the pathfinder version (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/star-spawn-of-cthulhu), which is CR 20.



Star-Spawn of Cthulhu CR 20
XP 307,200
CE Huge aberration
Init +5; Senses blindsight 30 ft., darkvision 60 ft.; Perception +37
Aura frightful presence (150 ft., DC 29)

DEFENSE
AC 36, touch 9, flat-footed 35 (+1 Dex, +27 natural, –2 size)
hp 362 (25d8+250); regeneration 15 (fire)
Fort +18, Ref +9, Will +25
Defensive Abilities immortality, overwhelming mind; Immune cold, disease, poison; SR 31

OFFENSE
Speed 40 ft., fly 60 ft. (average), swim 40 ft.
Melee 2 claws +32 (2d6+16/19–20), 6 tentacles +27 (1d8+8/19–20 plus grab)
Space 15 ft.; Reach 30 ft.
Special Attacks constrict (1d8+8), overwhelming mind
Spell-Like Abilities (CL 20th; concentration +27)

Constant—mind blank
At will—dream, insanity (DC 24), nightmare (DC 22), sending
3/day—demand (DC 25)
1/day—gate

STATISTICS
Str 42, Dex 13, Con 30, Int 23, Wis 29, Cha 24
Base Atk +18; CMB +36 (+40 grapple); CMD 47
Feats Awesome Blow, Critical Focus, Greater Vital Strike, Improved Bull Rush, Improved Critical (claws), Improved Critical (tentacles), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Staggering Critical, Vital Strike
Skills Fly +25, Intimidate +35, Knowledge (arcana) +34, Knowledge (geography) +31, Knowledge (planes) +31, Perception +37, Sense Motive +34, Spellcraft +34, Swim +52, Use Magic Device +32
Languages Aklo, telepathy 300 ft.
SQ limited starflight, no breath

SPECIAL ABILITIES
Immortality (Ex)

A star-spawn of Cthulhu does not age, nor does it need to feed or breathe. Only violence can bring about the death of one of these creatures.

Overwhelming Mind (Ex)

A star-spawn of Cthulhu’s mind is overwhelming in its power and alien structure. The first time a creature other than an outsider (excluding native outsiders) or aberration makes mental contact with a star-spawn of Cthulhu, it must make a DC 29 Will save to avoid being stunned for 1d4 rounds. On a successful save, the creature is merely staggered for 1 round. This effect can occur whether the star-spawn of Cthulhu initiates mental contact (such as via a dream, nightmare, sending, or demand spell-like ability, or merely by telepathic communication) or another creature attempts to do so (as if via detect thoughts or dominate monster). Once a creature is exposed to a specific star-spawn of Cthulhu’s overwhelming mind, it is immune to this effect from all star-spawn of Cthulhu for 24 hours. This is a mindaffecting effect. The save DC is Charisma-based.

Limited Starflight (Ex)

A spawn of Cthulhu can survive in the void of outer space, and it wings allow it to use its fly speed in outer space despite the lack of air. Unlike creatures with full starflight (like the shantak), a spawn of Cthulhu’s ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies entirely upon its immortality and otherworldly patience to complete the journey. When speed is required, it instead uses its gate ability to make the journey quickly.

No Breath (Ex)

A spawn of Cthulhu does not breathe, and is immune to effects that require breathing (such as inhaled poison). This ability does not grant immunity to cloud or gas attacks that do not require breathing.

Dark_Ansem
2013-02-19, 12:39 PM
I noticed it but I kinda dislike it. No dr, and somehow a bit too simple.

Dark_Ansem
2013-02-25, 03:08 AM
so it would be a 60HD outsider, gargantuan, with 10 spells.