PrismCat21
2013-02-20, 05:19 PM
That's it! I'm sick of all this "Cthulhu is just a Half-Dragon/Illithid on steroids" bullcrap that's going on in the DnD system right now. Cthulhu deserves much better than that. Much, much better than that.
I should know what I'm talking about. I myself am currently investigating a genuine Cult of the Great Old Ones for 2 years now. I have been inducing episodes of self-hypnosis to better align my thoughts with their chaotic beliefs and practices. I can now even see manifestations of parts of Cthulhu itself everywhere I go.
Even the basic concept of Cthulhu drives many people insane. The more you encounters you have with these horrors, the further your insanity slips away, until there is nothing left that could be considered reasonable thought.
Cthulhu is thrice as powerful as the Demon and Devil Lords, and thrice as tough to harm for that matter too. Anything a DnD deity can do, Cthulhu can do better. I'm pretty sure Cthulhu could easily devour both Asmodeus and Demongorgon with barely a thought.
Ever wonder why the entirety of the DnD Pantheon never bothered conquering Cthulhu? That's right, they were too scared to face the cosmic, nightmarish horrors of a Great Old One. The closest that anyone dares to come to challenging Cthulhu, is fighting against its cultists to ensure it is never fully awakened, because its power is so feared and respected.
So what am I saying? Cthulhu is simply the best entity that the multiverse has ever seen, and thus, require better stats in the d20 system. Here is the stat block I propose for Cthulhu:
Cthulhu
(Great Cthulhu)
Colossal aberration (Chaotic, Cosmic, Great Old One)
Hit Dice: 45d8 + 630 (990 hp)
Initiative: +12
Speed:70 feet (14 squares), fly 200 feet (poor)
Armor Class: 47 (+32 natural, +11 insight, +4 dex, -8 size), touch 25, flat-footed 43
Base Attack/Grapple: +33/+76
Attack: claw +48 melee (4d6 +18)
Full Attack: 2 claws +48 melee (4d6 +18) and 6 tentacles + 46 melee (2d6 +9) and one crush + 48 melee (4d8 + 9) or by spell
Space/Reach: 30 ft/40 ft
Special Attacks: dissolving grip, fear, improved grab, improved grapple, spell-like abilities, snatch, spells, summon star spawn,
Special Qualities: change shape. Cosmic awareness. Cosmic entity. Damage reduction 25/epic or axiomatic. Darkvision 60 ft. Fast healing 10. Gaseous shape. Immune to polymorphing, petrification, or any other attack that could alter its form. Immune to energy drain, ability drain, or ability damage. Immune to mind-affecting effects. Immune to poison. Immune to acid, pressure and vacuum. Regeneration 20. Resistance 20 to cold, fire and electricity. Spell resistance 50.
Saves: Fort +40, Ref +30, Will +47
Abilities: Str 46, Dex 18, Con 39, Int 34, Wis 32, Cha 33
Skills: Bluff +46, Climb +33, Concentration +54, Diplomacy +50, Gather Information + 42, Hide +2, Intimidate +56, Knowledge (arcana) + 60, Knowledge (history) +40, Knowledge (local) +34, Knowledge (nature) +34, Knowledge (religion) +60, Knowledge (the planes) +40, Listen +41, Move Silently +4, Search +22, Sense Motive +51, Spellcraft +60, Spot +48, Survival +21, Swim +38, Use Magic Device+30
Feats: combat casting, enlarge spell, extend spell, heighten spell, improved initiative, maximize spell, multiattack, power attack, quicken spell, spell penetration, widen spell
Epic feats: epic spellcasting, improved spell capacity, superior initiative
Climate/Terrain: the sunken city of R'lyeh, prime material plane (Earth, possible connection to other worlds)
Organization: Solitary (unique)
Challenge Rating: 44
Treasure: Triple Standard
Alignment: Chaotic (morally unaligned)
Change shape: While is general overall shape is basically fixed, Cthulhu may warp and modify it, extending or reducing his limbs, tentacles or wings, up to double the original dimensions. He can reduce his body by half to better flight.
Cosmic awareness: even in his sleep, Cthulhu can sense anything within one mile around the mentioning of its name, titles or an item of importance to him for up to one hour after the event. The power is barred by beings with divine ranks or Virtual divine rank of 6 or higher.
Cosmic entity: Cthulhu has a +5 bonus on rank checks
Dissolving grip: Cthulhu can use this ability against opponents grappled, held or snatched. Every round the victim is grappled or held by one of his tentacles, Cthulhu inflicts automatic tentacle damage (constriction damage) and one of the following: rot (loss of 1d4 pts from str, dex and con; those can be recovered only with a restoration spell cast by a 23° level priest), energy drain (1d4 levels; fortitude save DC 43; Cthulhu gains 5 temporary hit points for every negative level he inflicts), madness (loss of 3d6 wisdom points, or 1d6 if the victim succeed in a DC 55 will save; wisdom loss can be recovered only with a restoration spell cast by a 23° level priest) or disintegration (fortitude save, DC 43). Chtulhu can choose the effects every round for each tentacle.
A victim can be hit and grappled/held (and so be exposed to more attacks) by more than one tentacle, depending on their size: huge or larger creatures may be attacked by six tentacles, large by four, medium by two, small and smaller creatures by one.
If Cthulhu has grappled successfully an adversary, with his claws or with one of his tentacles, other tentacles may join the grip, up to the limit for the size as described above, with a cumulative bonus on their to hit roll of +10 for each tentacle wrapped; each tentacle gripping an opponent impose on him a -5 penalty on each successive grapple check. A pinned opponent is automatically hit by the tentacles.
Fear: All creatures within 60 feet of Cthulhu must succeed at a 43 will save. An affected being becomes shaken; also, they must succeed in another will save or lose 1d8 + 5 wisdom points. This can be cured by magical means. Cthulhu may suppress at will the wisdom loss effect.
Gaseous shape: Cthulhu may at will turn himself into a huge cloud of green gas as “gaseous form” spell (but retaining all his immunities and damage reductions). In gaseous shape, Cthulhu's fast healing and regeneration are doubled. If brought to 0 hp or less from damage he can regenerate, he will turn in gaseous state, to reform fully recovered after a couple of minutes.
Improved grab: If Cthulhu hits with a claw or a tentacle an opponent gargantuan or smaller, he deals normal damage and may start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he may immediately use his Dissolving grip ability, bringing the prey to his tentacles with his claws (in this case, a tentacle must hit the grappled opponent), or wrapping the tentacle against the opponent. Cthulhu may decide to hold a creature grappled: in this case, as per normal rules he has a -20 penalty on his grapple checks but it is not considered grappled himself.
Improved grapple: Cthulhu doesn't provoke an attack of opportunity when starting a grapple, and has a + 4 on his grapple checks.
Spell-like abilities: at will: blast of fire, call lightning, circle of death, create undead, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, dominate person, dispel magic (greater), locate object, nightmare, see invisibility, telekinesis, unhallow; 3/day: control weather, gate, fire storm, mindrape. Caster level: 56 level; DC 21 + spell level
Snatch: Cthulhu may snatch with his claws a victim large or smaller. If he hits, he deals normal damage and may start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he may hold the opponent as per normal rules, inflicting squeezing damage automatically and/or bringing him to his tentacles for his Dissolving grip ability.
Spells: Cthulhu casts spells as a 25 level wizard and a 20 level cleric with access to the following domains: Death, Destruction, Madness, Water. Arcane spells per day (0-10): 4/7/7/7/7/6/6/6/6/5/2. DC: 22 + spell level. Divine spells per day (0-9): 6/9/9/9/8/8/7/7/6/6. DC: 21 + spell level
Epic spell slots: 12; spellcraft check taking 10: 70.
summon star spawn: Three times per day, Cthulhu may summon 1-3 star spawns
Description: A living, titanic nightmare 60 feet tall, with the head like a giant squid, a humanoid body covered with scales stronger than steel, long claws on his hands and feet and great, bat-like wings on his back: this is Great Cthulhu, the most powerful of the Great Old Ones of Earth and one of the most powerful in the cosmos. Cthulhu dwells in the dead city of R'lyeh, sunken deep beneath the surface of the Pacific; he is in a sort of living death from where he may awake for short times in particular circumstances, when the stars (and the planes) are right. In the city are also entombed other members of his race; Cthulhu is their high priest and ruler of them all, and by far the most powerful. Cthulhu fully understand the role of primordial chaos in the cosmos, being one of the most powerful servants of Azathoth and closely connected with the great interloper deity Nyarlathotep.
In combat, Cthulhu makes full use of his spells and magic powers. In melee, he enjoys to use his dissolving grip ability, watching his opponents crumble and decay under his power. The combined options of improved grab, improved grapple and snatch are at his disposal to force a victim under his grip (note: Cthulhu has more than six tentacles, but he can only use a maximum of six in combat)
Cthulhu's cults: Cthulhu's cult is the most widespread and popular of all the Great Old Ones cults on Earth. The doctrine is as follows: Cthulhu plunged from the stars with his kin million of years ago, and built a great prehistoric city at R'lyeh, ruling the world. When the stars changed and their continent sank beneath the waves, the city and its inhabitants fell into a death-sleep where they await their reawakening by members of Cthulhu's cult. When R'lyeh rises above the waves, the members of the cult will be required to come to it and open the vast black door behind which he wait to be fully awaken, to finally rise above the world to rule again, together with his faithful. Entire tribes worship Cthulhu, from Eskimos to Lousiana swamp folks. He seems to be more worshipped among sea-folk, or being that live near the sea. He is served also by the deep ones and his star-spawn. Given the regional differences of his cults, he's know with many names, like Tulu, Thu Thu and Ktulu.
Cthulhu has cultists, but has also (in particular in the less remote and more civilized location) a true clergy. He may grant his cultists and priests spells from Death, Destruction, Madness and Water domains.
Cultists special powers: At second level, they gain a +2 bonus on knowledge (arcana) and (the planes) checks. At fourth level, they gain a +2 bonus on will saves. At fifth level the ability to cast the “Nightmare” spell once per week. At sixth level, they can cast once per week the “animate dead” spell. At seventh, they can cast “dominate person” once every three days. At eight, they can cast “feeblemind” once every three days. At tenth, a cultist may summon a star spawn once a week.
Possessions: As a being who come from far interstellar realms and ruled the Earth for millions of years, Cthulhu has a huge array of magic items and artefacts.
Note on cthulhu's grip:
while Cthulhu's multiple attacks make him a deadly foe, his most dramatic attack is with the dissolving grip, made with his tentacles. To explain better how the attack routine work, here's some clarifications and an example.
if Cthulhu hits with a claw, he may choose to snatch (make a grapple check; if he wins, he inflict claw damage automatically each round). Or, he can bring the prey to his tentacles: depending on the size, he may wrap around his victim from one to six tentacles, with a cumulative bonus on the hit roll from his tentacles, round after round until he may constrict and dissolve with all six of them.
In the best (or worse, for an opponent) situation, if he hits with a claw (two possibilities in a full round action) a huge or larger victim, and wins the grapple check, he inflicts grapple damage (1d3 + 18 non-lethal, or lethal with a -4 penalty on grapple checks) and may immediately try to hit with a tentacle. If he hits (with one or more tentacles), he inflicts damage from the tentacle attack and may in the same round constrict and dissolve. The second round, he may try (if he wins again the grapple check – note that each tentacle wrapped around the opponent inflicts a -5 penalty on the opponent's grapple roll) to hit with his remaining tentacles, with a +10 cumulative bonus for each tentacle already wrapped around the victim, while the first tentacle(s) inflicts constriction and dissolving damage, and so on until he has all six tentacles wrapped around the victim.
If the victim is large or smaller, he won't inflict only grapple damage, but full claw damage (thanks to his snatch ability) and may hit and wrap with from one to four tentacle attacks, with the routine described above.
If instead of using a claw, he hits with one of his six tentacles, he may, again, choose to start a grapple attack (six possibilities in a full round attack): if he wins, he may immediately constrict and inflict special (dissolving) damage, and other tentacles may join the attack; in this case, all successive tentacles have a +10 bonus on the attack, and if they hit they will attack at progressively better to hit rolls, inflicting at the same time a penalty on the opponent grapple roll, up to -30 for all six tentacles.
All this against a single opponent; Cthulhu may dissolve multiple victims with his tentacles, depending on their size.
Now that seems a lot more representative of the raw, cosmic power of Cthulhu in real life, don't you think?
tl;dr = Cthulhu needs to be more powerful in DnD.
Of couse... True stats cannot be written up for Cthulhu. Just put 'I Win' in every block. :smalleek:
Stat block by Paolo from phpBB forums
I should know what I'm talking about. I myself am currently investigating a genuine Cult of the Great Old Ones for 2 years now. I have been inducing episodes of self-hypnosis to better align my thoughts with their chaotic beliefs and practices. I can now even see manifestations of parts of Cthulhu itself everywhere I go.
Even the basic concept of Cthulhu drives many people insane. The more you encounters you have with these horrors, the further your insanity slips away, until there is nothing left that could be considered reasonable thought.
Cthulhu is thrice as powerful as the Demon and Devil Lords, and thrice as tough to harm for that matter too. Anything a DnD deity can do, Cthulhu can do better. I'm pretty sure Cthulhu could easily devour both Asmodeus and Demongorgon with barely a thought.
Ever wonder why the entirety of the DnD Pantheon never bothered conquering Cthulhu? That's right, they were too scared to face the cosmic, nightmarish horrors of a Great Old One. The closest that anyone dares to come to challenging Cthulhu, is fighting against its cultists to ensure it is never fully awakened, because its power is so feared and respected.
So what am I saying? Cthulhu is simply the best entity that the multiverse has ever seen, and thus, require better stats in the d20 system. Here is the stat block I propose for Cthulhu:
Cthulhu
(Great Cthulhu)
Colossal aberration (Chaotic, Cosmic, Great Old One)
Hit Dice: 45d8 + 630 (990 hp)
Initiative: +12
Speed:70 feet (14 squares), fly 200 feet (poor)
Armor Class: 47 (+32 natural, +11 insight, +4 dex, -8 size), touch 25, flat-footed 43
Base Attack/Grapple: +33/+76
Attack: claw +48 melee (4d6 +18)
Full Attack: 2 claws +48 melee (4d6 +18) and 6 tentacles + 46 melee (2d6 +9) and one crush + 48 melee (4d8 + 9) or by spell
Space/Reach: 30 ft/40 ft
Special Attacks: dissolving grip, fear, improved grab, improved grapple, spell-like abilities, snatch, spells, summon star spawn,
Special Qualities: change shape. Cosmic awareness. Cosmic entity. Damage reduction 25/epic or axiomatic. Darkvision 60 ft. Fast healing 10. Gaseous shape. Immune to polymorphing, petrification, or any other attack that could alter its form. Immune to energy drain, ability drain, or ability damage. Immune to mind-affecting effects. Immune to poison. Immune to acid, pressure and vacuum. Regeneration 20. Resistance 20 to cold, fire and electricity. Spell resistance 50.
Saves: Fort +40, Ref +30, Will +47
Abilities: Str 46, Dex 18, Con 39, Int 34, Wis 32, Cha 33
Skills: Bluff +46, Climb +33, Concentration +54, Diplomacy +50, Gather Information + 42, Hide +2, Intimidate +56, Knowledge (arcana) + 60, Knowledge (history) +40, Knowledge (local) +34, Knowledge (nature) +34, Knowledge (religion) +60, Knowledge (the planes) +40, Listen +41, Move Silently +4, Search +22, Sense Motive +51, Spellcraft +60, Spot +48, Survival +21, Swim +38, Use Magic Device+30
Feats: combat casting, enlarge spell, extend spell, heighten spell, improved initiative, maximize spell, multiattack, power attack, quicken spell, spell penetration, widen spell
Epic feats: epic spellcasting, improved spell capacity, superior initiative
Climate/Terrain: the sunken city of R'lyeh, prime material plane (Earth, possible connection to other worlds)
Organization: Solitary (unique)
Challenge Rating: 44
Treasure: Triple Standard
Alignment: Chaotic (morally unaligned)
Change shape: While is general overall shape is basically fixed, Cthulhu may warp and modify it, extending or reducing his limbs, tentacles or wings, up to double the original dimensions. He can reduce his body by half to better flight.
Cosmic awareness: even in his sleep, Cthulhu can sense anything within one mile around the mentioning of its name, titles or an item of importance to him for up to one hour after the event. The power is barred by beings with divine ranks or Virtual divine rank of 6 or higher.
Cosmic entity: Cthulhu has a +5 bonus on rank checks
Dissolving grip: Cthulhu can use this ability against opponents grappled, held or snatched. Every round the victim is grappled or held by one of his tentacles, Cthulhu inflicts automatic tentacle damage (constriction damage) and one of the following: rot (loss of 1d4 pts from str, dex and con; those can be recovered only with a restoration spell cast by a 23° level priest), energy drain (1d4 levels; fortitude save DC 43; Cthulhu gains 5 temporary hit points for every negative level he inflicts), madness (loss of 3d6 wisdom points, or 1d6 if the victim succeed in a DC 55 will save; wisdom loss can be recovered only with a restoration spell cast by a 23° level priest) or disintegration (fortitude save, DC 43). Chtulhu can choose the effects every round for each tentacle.
A victim can be hit and grappled/held (and so be exposed to more attacks) by more than one tentacle, depending on their size: huge or larger creatures may be attacked by six tentacles, large by four, medium by two, small and smaller creatures by one.
If Cthulhu has grappled successfully an adversary, with his claws or with one of his tentacles, other tentacles may join the grip, up to the limit for the size as described above, with a cumulative bonus on their to hit roll of +10 for each tentacle wrapped; each tentacle gripping an opponent impose on him a -5 penalty on each successive grapple check. A pinned opponent is automatically hit by the tentacles.
Fear: All creatures within 60 feet of Cthulhu must succeed at a 43 will save. An affected being becomes shaken; also, they must succeed in another will save or lose 1d8 + 5 wisdom points. This can be cured by magical means. Cthulhu may suppress at will the wisdom loss effect.
Gaseous shape: Cthulhu may at will turn himself into a huge cloud of green gas as “gaseous form” spell (but retaining all his immunities and damage reductions). In gaseous shape, Cthulhu's fast healing and regeneration are doubled. If brought to 0 hp or less from damage he can regenerate, he will turn in gaseous state, to reform fully recovered after a couple of minutes.
Improved grab: If Cthulhu hits with a claw or a tentacle an opponent gargantuan or smaller, he deals normal damage and may start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he may immediately use his Dissolving grip ability, bringing the prey to his tentacles with his claws (in this case, a tentacle must hit the grappled opponent), or wrapping the tentacle against the opponent. Cthulhu may decide to hold a creature grappled: in this case, as per normal rules he has a -20 penalty on his grapple checks but it is not considered grappled himself.
Improved grapple: Cthulhu doesn't provoke an attack of opportunity when starting a grapple, and has a + 4 on his grapple checks.
Spell-like abilities: at will: blast of fire, call lightning, circle of death, create undead, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, dominate person, dispel magic (greater), locate object, nightmare, see invisibility, telekinesis, unhallow; 3/day: control weather, gate, fire storm, mindrape. Caster level: 56 level; DC 21 + spell level
Snatch: Cthulhu may snatch with his claws a victim large or smaller. If he hits, he deals normal damage and may start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he may hold the opponent as per normal rules, inflicting squeezing damage automatically and/or bringing him to his tentacles for his Dissolving grip ability.
Spells: Cthulhu casts spells as a 25 level wizard and a 20 level cleric with access to the following domains: Death, Destruction, Madness, Water. Arcane spells per day (0-10): 4/7/7/7/7/6/6/6/6/5/2. DC: 22 + spell level. Divine spells per day (0-9): 6/9/9/9/8/8/7/7/6/6. DC: 21 + spell level
Epic spell slots: 12; spellcraft check taking 10: 70.
summon star spawn: Three times per day, Cthulhu may summon 1-3 star spawns
Description: A living, titanic nightmare 60 feet tall, with the head like a giant squid, a humanoid body covered with scales stronger than steel, long claws on his hands and feet and great, bat-like wings on his back: this is Great Cthulhu, the most powerful of the Great Old Ones of Earth and one of the most powerful in the cosmos. Cthulhu dwells in the dead city of R'lyeh, sunken deep beneath the surface of the Pacific; he is in a sort of living death from where he may awake for short times in particular circumstances, when the stars (and the planes) are right. In the city are also entombed other members of his race; Cthulhu is their high priest and ruler of them all, and by far the most powerful. Cthulhu fully understand the role of primordial chaos in the cosmos, being one of the most powerful servants of Azathoth and closely connected with the great interloper deity Nyarlathotep.
In combat, Cthulhu makes full use of his spells and magic powers. In melee, he enjoys to use his dissolving grip ability, watching his opponents crumble and decay under his power. The combined options of improved grab, improved grapple and snatch are at his disposal to force a victim under his grip (note: Cthulhu has more than six tentacles, but he can only use a maximum of six in combat)
Cthulhu's cults: Cthulhu's cult is the most widespread and popular of all the Great Old Ones cults on Earth. The doctrine is as follows: Cthulhu plunged from the stars with his kin million of years ago, and built a great prehistoric city at R'lyeh, ruling the world. When the stars changed and their continent sank beneath the waves, the city and its inhabitants fell into a death-sleep where they await their reawakening by members of Cthulhu's cult. When R'lyeh rises above the waves, the members of the cult will be required to come to it and open the vast black door behind which he wait to be fully awaken, to finally rise above the world to rule again, together with his faithful. Entire tribes worship Cthulhu, from Eskimos to Lousiana swamp folks. He seems to be more worshipped among sea-folk, or being that live near the sea. He is served also by the deep ones and his star-spawn. Given the regional differences of his cults, he's know with many names, like Tulu, Thu Thu and Ktulu.
Cthulhu has cultists, but has also (in particular in the less remote and more civilized location) a true clergy. He may grant his cultists and priests spells from Death, Destruction, Madness and Water domains.
Cultists special powers: At second level, they gain a +2 bonus on knowledge (arcana) and (the planes) checks. At fourth level, they gain a +2 bonus on will saves. At fifth level the ability to cast the “Nightmare” spell once per week. At sixth level, they can cast once per week the “animate dead” spell. At seventh, they can cast “dominate person” once every three days. At eight, they can cast “feeblemind” once every three days. At tenth, a cultist may summon a star spawn once a week.
Possessions: As a being who come from far interstellar realms and ruled the Earth for millions of years, Cthulhu has a huge array of magic items and artefacts.
Note on cthulhu's grip:
while Cthulhu's multiple attacks make him a deadly foe, his most dramatic attack is with the dissolving grip, made with his tentacles. To explain better how the attack routine work, here's some clarifications and an example.
if Cthulhu hits with a claw, he may choose to snatch (make a grapple check; if he wins, he inflict claw damage automatically each round). Or, he can bring the prey to his tentacles: depending on the size, he may wrap around his victim from one to six tentacles, with a cumulative bonus on the hit roll from his tentacles, round after round until he may constrict and dissolve with all six of them.
In the best (or worse, for an opponent) situation, if he hits with a claw (two possibilities in a full round action) a huge or larger victim, and wins the grapple check, he inflicts grapple damage (1d3 + 18 non-lethal, or lethal with a -4 penalty on grapple checks) and may immediately try to hit with a tentacle. If he hits (with one or more tentacles), he inflicts damage from the tentacle attack and may in the same round constrict and dissolve. The second round, he may try (if he wins again the grapple check – note that each tentacle wrapped around the opponent inflicts a -5 penalty on the opponent's grapple roll) to hit with his remaining tentacles, with a +10 cumulative bonus for each tentacle already wrapped around the victim, while the first tentacle(s) inflicts constriction and dissolving damage, and so on until he has all six tentacles wrapped around the victim.
If the victim is large or smaller, he won't inflict only grapple damage, but full claw damage (thanks to his snatch ability) and may hit and wrap with from one to four tentacle attacks, with the routine described above.
If instead of using a claw, he hits with one of his six tentacles, he may, again, choose to start a grapple attack (six possibilities in a full round attack): if he wins, he may immediately constrict and inflict special (dissolving) damage, and other tentacles may join the attack; in this case, all successive tentacles have a +10 bonus on the attack, and if they hit they will attack at progressively better to hit rolls, inflicting at the same time a penalty on the opponent grapple roll, up to -30 for all six tentacles.
All this against a single opponent; Cthulhu may dissolve multiple victims with his tentacles, depending on their size.
Now that seems a lot more representative of the raw, cosmic power of Cthulhu in real life, don't you think?
tl;dr = Cthulhu needs to be more powerful in DnD.
Of couse... True stats cannot be written up for Cthulhu. Just put 'I Win' in every block. :smalleek:
Stat block by Paolo from phpBB forums