NPCs and NPC classes
Clerics of the Silver ShepherdThese are Life clerics with a slightly modified spell list to focus more on food and agriculture--the always prepared spells:
Level 1
Goodberry
Purify Food and Drink
Level 3
Lesser Restoration
Prayer of Healing
Level 5
Plant Growth
Revivify
Level 7
Death Ward
Control Water
Level 9
Mass Cure Wounds
Raise Dead
In addition, Clerics of the Silver Shepherd have the Eldritch Blast cantrip instead of the Sacred Flame cantrip. (They don't, however, have any of the Warlock invocations--that would require multiclassing).
These will almost all be Lawful Good.
Warlocks of CthuluJust standard Great Old One warlocks, with the one caveat that they will almost all be Lawful, but can vary on alignment from good to evil.
Paladins of the Silver ShepherdJust standard Vengeance Paladins (they already seem well-suited to david and goliath type encounters). Although again, they will generally be Lawful.
NPCsThe Silver ShepherdShe is an angel (let's say a Solar, but add in the Eldritch Blast cantrip with all the invocations). She is in fact, Lawful, but NOT Good. Not evil either--she is a technically a thrall obeying her master. Speech-wise she acts like Sailor Moon ("in the name of Cthulhu I shall punish you!")
Lesser ShepherdsAlthough not worshiped like the Silver Shepherd, there are multiple other shepherds (angels), taken pretty much from the Angel section of the DMG, with some Eldritch Blast mixed in.
Wednesday FalkenOne of the Falken Necromancers. Character speech/behaviour/appearance inspired by Wednesday Adams. Rumors of her being a Lich are sadly untrue, although she keeps meaning to try (she just hasn't had the time, unfortunately). She knows that Cthulhu is a world-eating monster, which she finds rather admirable of it. Still, though, she'd really rather not have to planeshift her entire mansion to another dimension, so all things being equal she'd prefer it if Cthulhu didn't consume this particular planet. Level 20 Necromancy wizard.
The Great CthulhuAdmitedly, not a fight the players are supposed to win.
I'm using Tarrasque as a baseline for stats (Except with int
30 20 instead of int 3) mixing in a bit of Kraken and Mind Flayer and Great Old One warlock (with Int instead of Cha as spellcasting modifier).
AC: 25
Hit Points: 676
Str 30, Dex 11, Con 30, Int 20, Wis 11, Cha 11
Saving Throws Int +14, Wis +9, Cha +9
Damage immunities: Fire, Psychic; Slashing, Bludgeoning, and Piercing from nonmagical sources
Condition immunities: Charmed, frightened, paralyzed, poisoned
Blindsight 120 feet.
Legendary Resistance 6/day (yeah, no, not leaving this at 3/day for a fight that's supposed to end in "you all get eaten"--too much risk of something like Quivering Palm)
Magic Resistance (advantage on saving throws against magic and spell like effects)
Reflective Carapace: Any time Cthulhu is targeted with Magic Missile, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1-5, Cthulhu is unaffected. On a 6, Cthulhu is unaffected, and the spell reflects back on the caster.
Spellcasting: Cthulu is a Wizard with save DC of...27? (8+9(prof)+10(int)) mmm...ok, this is probably too high of a DC. I'm just going to fudge this down to DC 22 (same DC as a level 20 Warlock with Rod of the Pact Keeper +3). Actually...I could just make Cthulu's int 20, which gets the same effect, and makes its int save not the comically high +19.
(1) Dissonant Whispers, Tasha's Hideous Laughter
(2) Detect Thoughts, Phantasmal Force, Misty Step
(3) Clairvoiance, Sending
(4) Dominate Beast, Evard's Black Tentacles
(5) Dominate Person, Telekinesis
(6) Mass Suggestion
(7) Plane Shift
(8) Telepathy
(9) Gate
In addition, Cthulhu can communicate telepathically, and can turn an incapacitated creature into its thrall. It also has the Mind Flayer's Mind Blast--cone 60 ft, DC 22 Int save for 4d8+10 psychic damage, and stunned (save again at the end of each turn).
Actions:
Multiattack: Cthulhu uses its controlling presence, and then makes 5 attacks (two with its claws, and three with its tentacles).
Controlling Presence: DC17 wisdom save--every creature within 120 feet must make the save or be charmed for one minute. Creatures can repeat the saving throw every turn, but with disadvantage if Cthulhu is within line of sight. Once they succeed on this save, they are immune for 24 hours.
Claw: +19 to hit, reach 15 ft, 32 (4d10 + 10) slashing damage
Tentacles: +19 to hit, reach 30 ft, 24 (4d6 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends the target is restrained.
Fling: instead of making a tentacle attack, Cthulhu can fling an already grappled target up to 60 feet. If the target strikes a solid surface, they take 4 (1d8) bludgeoning damage for every 10 feet thrown. If the target was thrown at another creature, that creature must succeed a DC 20 Dexterity saving throw, or take the same amount of damage and be knocked prone.
Legendary Actions
3x per round
Swallow (costs 2 actions): eat a large or smaller creature that is grappled by Cthulhu. While swallowed: blinded, restrained, total cover against everything outside of Cthulhu, take 56 (16d6) acid damage at the start of each of Cthulhu's turns. If Cthulhu takes 60 damage or more in a single turn from a creature inside of it, it must succeed a DC 20 constitution saving throw at the end of that turn or regurgitate all swallowed creatures.
Tentacles: make a tentacle attack or a fling
Move: move up to half Cthulhu's movement