STAR-SPAWN OF CTHULHU
Of all the strange and malefic denizens of the void between
the stars, few evoke the same terror as a star-spawn of
Cthulhu. Humanoid in shape, a star-spawn’s immense
body has rubbery flesh that wriggles and seethes like a half-
solidified ooze.
Source: Pathfinder RPG Bestiary 4 254.
STAR-SPAWN OF CTHULHU RARE CREATURE 20
Perception +35; blindsight (sentient creatures) 30
feet, darkvision
Languages Aklo; telepathy 300 feet
Skills +26; Acrobatics +32, Arcana +35, Athletics
+35 (+37 to Swim), Intimidation +35, Occultism +37, Religion
+35, Society +35, Stealth +35
Str +10, Dex +4, Con +9, Int +6, Wis +9, Cha +6
AC 44, TAC 40; Fort +32, Ref +29, Will +34 (+4 conditional vs.
mental), +3 conditional to saves vs. magic
HP 335, regeneration 40 (deactivated by fire); Resistances cold 15,
poison 15
Frightful Presence (aura, emotion, fear, mental) 150 feet, DC 38
Mental Dominance (aura, mental) 150 feet. The star-spawn of
Cthulhu projects its mental presence in an aura around it,
preventing its foes from concentrating. A foe attempting a
concentrate action in the area must succeed at a DC 36 Will
save or the action fails.
Aberration
Chaotic
Evil
Huge
Immortality The star-spawn of Cthulhu doesn’t age, nor does it
need to eat or breathe. It can die only as a result of violence.
Overwhelming Mind (mental)
Trigger The star-spawn of Cthulhu makes mental contact
with a creature either using its own abilities (including
telepathy) or the creature’s divination or mental effect.
Effect The creature must succeed at a DC 40 Will save or be
stunned for 1d4 rounds. On a success, the creature is slowed
1 for 1 round; on a critical success, the creature is unaffected;
on a critical failure, the creature is stunned for 1d4 rounds
and permanently confused, as per the effects of a critical
failure when casting warp mind. Regardless of the save
result, the creature becomes bolstered.
Speed 35 feet, fly 50 feet, swim 35 feet; starflight
Melee claw +35 (agile, reach 15 feet), Damage 6d6+15 slashing
Melee tentacle +35 (reach 15 feet), Damage 6d6+15
bludgeoning plus Grab
Occult Innate Spells DC 40, Constant (10th) mind blank; 10th gate;
At Will (10th) dream message, nightmare, sending, warp mind
Focused Assault (attack) The star-spawn of Cthulhu attacks
a single target with all six of its face tentacles, overwhelming it
with multiple attacks and leaving almost nowhere to dodge. On
a successful attack, the star-spawn of Cthulhu deals damage
from one tentacle to the target, plus an additional 1d6 damage
for every tentacle beyond the first (normally 5d6 unless a
tentacle is severed or occupied). Even on a failed attack, the
star-spawn deals the damage from one tentacle to the target.
It can’t Grab a creature on a failed attack and still misses
completely on a critical failure. This counts toward the star-
spawn’s multiple attack penalty as a number of attacks equal
to the number of tentacles it uses.
Greater Constrict 18 bludgeoning, DC 40
Tangle of Tentacles The star-spawn of Cthulhu makes up
to six tentacle Strikes at a –2 penalty, each against a different
target in a 15-foot cone. If it follows this by using a Grab action,
it can Grab any number of creatures it hit instead of just one.
These attacks count toward the star-spawn’s multiple attack
penalty, and the multiple attack penalty doesn’t increase until
after it makes all its attacks.
Starflight A star-spawn of Cthulhu can use its fly Speed to fly in
outer space despite the lack of atmosphere.