The iconics vs....Cthulhu?

Thurbane

First Post
OK, I get my copy of the Rules Compendium, and am gobsmacked to find this pic:

8eat1sm.jpg


On a semi-related note, was there ever a 3.5 conversion of d20 Cthulhu?
 

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Thurbane said:
OK, I get my copy of the Rules Compendium, and am gobsmacked to find this pic:

8eat1sm.jpg


On a semi-related note, was there ever a 3.5 conversion of d20 Cthulhu?
That picture came from d20 Call of Cthulhu, and it's teh awesome.

It shouldn't be hard to put together 3.5 stats for Great C based off the d20CoC stats. If you want something barely fightable, I'd suggest mixing a Tarrasque with a Kraken.

For minis play, you can either fork out lots of money for the Great Cthulhu mini, or buy Fiery Dragon's recent Modern & Supers Counter Collection, which has my brand-spanking-new Colossal Cthulhu counter.
 

Klaus said:
That picture came from d20 Call of Cthulhu, and it's teh awesome.

I seem to recall that as part of the d20 CoC playtesting -- and just for the fun of it -- Monte and co. ran the iconics at 20th level vs. Cthulu. The conclusion, IIRC, was that the iconics won, but a few of them got eaten.
 

I believe they just cycled through 20th-level iconics, perpetually battling the herald of the great old ones, until finally they managed to cast Imprisonment and beat the bastard's Spell Resistance (and get him to fail a save). In the end, Cthulhu had taken out thirteen 20th level characters.
 

Wow. That picture is what... six years old now?

I don't think there was ever a 3.5 Cthulhu, but the d20 Cthulhu version of Cthulhu should still be perfectly "runnable."
 

I used the d20 stats for Cthulhu to end one of my 1-20 campaigns. (Although the PC's were level 25 when they fought Cthulhu, thanks to some divine intervention.)

I think it would be perfectly acceptable to use the stats straight out of the book without updating to 3.5 standards. If anything, the slight deviation in the rules is slightly Lovecraftianesqueian.
 

Well, anyone willing to use this as cthulhu's starspawn?

[IMaGel]http://www.wizards.com/hecatomb/images/90898_72dpi.jpg[/IMaGel]
Star spawn of Cthulhu

A close fit. Nothing to fancy on this one, almost all core rules save for the Space creature template from the d20 modern SRD. If you tear off the Cyan coloured bits, you will have a CR 19 green dragon. If you decide not to use combat expertise, improved trip or improved disarm, don't forget to change the feats to something useful. And if you allow sorcerers to make use of Quicken Spell, switch Cleave over to that. [sblock=Huge Star Spawn, Space creature very old green dragon.] Size/Type: Huge Dragon (Air) [Vacuum?]
Hit Dice: 29d12+174 (391)
Initiative: +1
Speed: 40 ft., fly 150 ft. (poor), Spaceflight 40’ (perfect), swim 40 ft
Armor Class: 37 (+1 dex,-2 size, +28 natural), touch 9, flat-footed 36
Base Attack/Grapple: +29/+48
Attack: Tentacle bite +39 melee (2d8+16)
Full Attack: Tentacle ‘bite’ +38 melee (2d8+16), 2 flabby claws +36 melee (2d6+5), 2 membranous wings +36 melee (1d8+5) & Corpulent Tail +36 melee(2d6+16)
Space/Reach: 15 ft./10 ft. (15 ft. with Tentacle bite)
Special Attacks: Breath weapon, crush, spells, spell Like abilities.
Special Qualities: Blindsence 60’, Darkvision 120’, DR 15 Magic, Dragon Overland Movement, Immunity to Acid, Paralysis and Sleep, Keen Senses, Lowlight Vision, Water Breathing, Radiation Resistance, Resistance to fire 20, Resistance to cold 20, Spaceflight, SR 25, Vacuum Survival.
Saves: Fort +23, Ref +17, Will +19
Abilities[non elite]: Str 32, Dex 13, Con 25, Int 18, Wis 16, Cha 17
Skills: Concentration +35, Diplomacy +35, Escape Artist +25, Hide +25, Knowledge (Far Realm)+28, Listen +35, Move Silently +35, Search +28, Sense Motive +27, Spot +35, Use Magic Device +35.
Feats: Multiattack(1HD), Hover (3HD), Wingover (6HD), Power Attack (9HD), Cleave (12HD), Eschew components (15HD), Combat Expertise(18HD), Improved Trip(21HD), Improved Disarm(24HD), Combat Reflexes(27HD), Zero-G Training (bonus)
Environment: The cold black void and underwater vaults.
Organization: Solitary, Cabal 1d4, Worshipped Enforcer(1+1d100 commoner cultists and 1d10 spellcasters) or Minions (1d6 + Something even worse).
Challenge Rating: 20
Treasure: Triple standard
Alignment: Always Chaotic evil
Speaks Draconic, Aquaan, Abysaal, Common and Giant

Spells [as an 11th level Sorcerer]
 0th DM, RM, Arcane Mark, Prestidigitation, Message, Mage Hand, , , . (DC16)
 1st Mage Armor, Shield, True strike, Obscuring mist, Expeditious retreat. (DC14)
 2nd Cat’s Grace, Endure Elements, See Invisibility, Arcane lock$, Bear’s Endurance(DC15)
 3rd Shrink Item, Haste, Displacement, Fireball. (DC16)
 4th Confusion, Greater invisibility, Stoneskin$. (DC17)
 5th Feeblemind, Teleport.
$=Costly component

Spell Like abilities
 Suggestion (DC16)
 Control Plants

Breath Weapon (Su): This horrid creature has one type of breath weapon, a cone of corrosive (acid) gas. 50’ Cone, DC30 Reflex, 18d6 Acid. It can use this breath weapon each 1d4 rounds.

Crush (Ex): This horrid creature can land on opponents of up to small size as a standard action. Creatures in the affected area must succeed on a Reflex save (DC 30) or be pinned, automatically taking bludgeoning damage (2d8+18)during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Frightful Presence (Ex): Whenever it attacks, charges, or flies overhead. 270’ Radius, those with 29 or fewer HD must Will save (DC 27).On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore this effect. Those who succeed the save are immune to this effect for 24 hours.

Radiation Resistance (Ex): This horrid creature gains a +8 species bonus on saves to resist any kind of radiation poisoning.

Vacuum Survival (Ex): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.

Spaceflight: In space and other zero-gravity environments, this creature gains a fly speed equal to its base speed (perfect maneuverability).


Water Breathing (Ex): ): It is unknown if this horrid creature creates its own oxygen supply or doesn’t need to breathe at all. It can also use its breath weapon, spells, and other abilities while submerged.

ZERO-G TRAINING
You can function normally in low gravity or zero gravity.
Prerequisites: Dexterity 13, Tumble 4 ranks.
Benefits: You take no penalty on attack rolls in low-gravity or zero-gravity environments. In addition, you do not suffer the debilitating effects of space sickness.
Normal: Without this feat, you take a –4 penalty on attack rolls while operating in zero-gravity environments, or a –2 penalty on attack rolls while operating in low-gravity environments. In addition, you are subject to the effects of Space Adaptation Syndrome, also known as space sickness.
[/sblock]
 

Official d20 Star-Spawn Stats

These were on the CoC website under "Excerpts" on Wizards.com a few years ago, however the actual Star-Spawn did not appear in the final print edition of the book:

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).

http://web.archive.org/web/20030814053950/www.wizards.com/default.asp?x=cthulhu/article/ex20020321f
 


RangerWickett said:
I believe they just cycled through 20th-level iconics, perpetually battling the herald of the great old ones, until finally they managed to cast Imprisonment and beat the bastard's Spell Resistance (and get him to fail a save). In the end, Cthulhu had taken out thirteen 20th level characters.
Was any of the iconics dressed as a Japanese schoolgirl?
 

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