Mythic Star-Spawn of Cthulhu

Mythic Star-Spawn of Cthulhu CR 25/MR 10



XP 1,638,400
CE Huge aberration (alien, mythic, mythos)
Init +15/–5, dual initiative; Senses blindsight 30 ft., darkvision 60 ft.; Perception +38
Aura frightful presence (150 ft., DC 32)

DEFENSE

AC 46, touch 9, flat-footed 45 (+1 Dex, +37 natural, –2 size)
hp 517 (25d8+405); regeneration 15 (fire)
Fort +20, Ref +9, Will +24; +8 vs. divination and mind–affecting, second save
Defensive Abilities fortification (50%), immortality, overwhelming mind; DR 10/epic; Immune cold, disease, poison; SR 41

OFFENSE

Speed 40 ft., fly 60 ft. (average), swim 40 ft.
Melee 2 claws +34 (2d6+18/19–20), 6 tentacles +32 (1d8+9/19–20 plus grab)
Space 15 ft.; Reach 30 ft.
Special Attacks constrict (1d8+9), impossible reach, mind blast, mind flaying, mythic power (10/day, surge +1d12), overwhelming mind, psychic crush, simple divine spellcasting
Spell-Like Abilities (CL 20th; concentration +30; save DCs are Wis-based)

STATISTICS

Str 46, Dex 13, Con 34, Int 23, Wis 31, Cha 24
Base Atk +18; CMB +38 (+42 grapple); CMD 49
Feats Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Critical (claw), Improved Critical (tentacle), Improved Initiative, Improved Vital Strike, Inescapable Grasp, Multiattack, Power Attack, Staggering Critical, Stunning Critical, Toughness, Vital Strike MF
Skills Fly +25, Intimidate +35, Knowledge (arcana, geography, planes) +31, Perception +38, Sense Motive +35, Spellcraft +34, Stealth +20, Swim +30, Use Magic Device +32
Languages Aklo; telepathy 300 ft.
SQ compression, even death may die, limited starflight, no breath, sealord, terrifying will

SPECIAL ABILITIES

Even Death May Die (Su)

When a mythic star-spawn of Cthulhu would be killed, it may expend one or more uses of its mythic power to save itself from death. Using this ability does not take an action, and the revival happens at the beginning of the spawn’s next turn. When it uses this ability to create an effect other than breath of life, the spawn becomes comatose and bound, as binding (bound slumber), for 1d100 years.

MP Spent Revival Effect
1 breath of life
2 raise dead
3 resurrection
4 true resurrection
+1 MP word of recall to its lair before being revived
+2 MP word of recall as above, bypassing non-mythic effects that block teleportation (or mythic effects with a successful caster level check against a DC equal to 15 plus the caster level of the mythic effect). +1 MP reduce binding effect to slumber
+2 MP eliminate binding

Immortality (Ex)

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

Impossible Reach (Ex)

A mythic star-spawn of Cthulhu’s reach spans dimensional boundaries with incomprehensible geometries that allow it to attack in ways that defy conventional countermeasures. It ignores non-mythic abilities, actions, or effects that normally allow creatures to perform actions without provoking attacks of opportunity, including cover (other than total cover), concealment, casting defensively, Acrobatics, feats like Improved Trip, Point Blank Master, and Spring Attack, and spells like bladed dash and grace. The spawn has a 50% chance to ignore mythic effects that do the same, such as fleet charge, and it can expend one use of its mythic power as a swift or immediate action to increase this to 100% until the end of its next turn.

Limited Starflight (Ex)

A star-spawn of Cthulhu can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight (like that of the mi-go), a star-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 patience to complete the journey. When speed is required, it instead uses its gate ability to make the journey quickly.

Mind Blast (Ex)

Once every 1d4 rounds, a mythic star-spawn of Cthulhu can unleash the power of its overwhelming mind in a 60-foot cone-shaped spread, stunning or staggering creatures as described. If the spawn expends one use of its mythic power, even creatures already exposed to its overwhelming mind can be affected by its mind blast.

Mind Flaying (Su)

When a mythic star-spawn of Cthulhu begins its turn with a creature grappled, it can make one combat maneuver check with each of its tentacles to maintain the grapple. As long as at least one check succeeds, it maintains the grapple. For each successful check, that tentacle bores into the target’s skull (dealing normal constrict damage) and begins devouring its brain, dealing 2 points each of Intelligence, Wisdom, and Charisma drain. A successful DC 32 Fortitude save reduces this to 1 point of Intelligence, Wisdom, and Charisma damage. If any ability score is reduced to 0, the target’s brain is devoured and it dies, and the spawn gains the benefits of a death knell spell. The save DC is Constitution-based.

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 succeed at a DC 32 Will save or be 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 demand, dream, nightmare, or sending spell-like ability, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature is exposed to a specific starspawn of Cthulhu’s overwhelming mind, it is immune to this effect from all star-spawn of Cthulhu for 24 hours.

This is a mind-affecting effect.

Psychic Crush (Ex)

If a mythic star-spawn of Cthulhu stuns a creature with its overwhelming mind, it may expend one use of its mythic power to cause the target’s synapses to overload, affecting it as feeblemind; a successful DC 32 Will save reduces this effect to that of touch of idiocy. If the spawn expends two uses of its mythic power, the duration of the stun is doubled and if the target fails a DC 32 Fortitude save its brain implodes, killing it instantly. This is a mind-affecting effect.

Sealord (Sp)

A mythic star-spawn of Cthulhu can use control water at will as a spell-like ability. It can use the mythic version of control water by expending uses of its mythic power, and it may also expend two uses of its mythic power to create a tsunami.

Simple Divine Spellcasting (Ex)

A mythic star-spawn of Cthulhu can cast each of the following spells once per day (caster level 25th; concentration +35): barkskin, divine power, euphoric tranquility (DC 28), greater dispel magic, miracle, overwhelming presence (DC 26), owl’s wisdom, righteous might, word of chaos (DC 27).

Terrifying Will (Ex)

A mythic star-spawn of Cthulhu uses its Wisdom modifier rather than its Charisma modifier to determine the save DC for its spell-like and supernatural abilities, as well as its overwhelming mind.

ABOUT

Environment any
Organization solitary, pair, or cult (3–6 with 10-100 skum or mythic skum)
Treasure standard

A mountainous form lumbers to life, a hideous creature only accidentally humanoid in shape, its hateful face a writhing mass of tentacles.

Of all the strange and malefic denizens of the void between the stars, few cause the same terror as this titanic race.

They hail from a mad star whose light cannot be seen by conventional telescopes, and the smallest of these behemoths stand nearly 30 feet in height. Humanoid in shape, their immense bodies have rubbery flesh that seems to wriggle and seethe like a half-solidified ooze. Tremendous draconic wings, murderous taloned hands, and a tentacled visage that evokes the alien gaze of an octopus complete the being’s monstrous shape. This malevolent race has a name, yet it is no name known to the sane. Among mortal scholars, they are known merely by the name of their greatest priest—they are the star-spawn of Cthulhu.

The star-spawn of Cthulhu have a strange, mutable anatomy—their form is not fixed. They can absorb parts of their bodies or enlarge others at will, a trait they often use on their claws or tentacles to dramatically extend their reach in combat beyond what might normally be possible for a creature of the same shape and size. Despite this mutable shape, the star-spawn’s forms generally don’t deviate far from that of an octopus-headed, winged humanoid, likely because of the powerful links their otherworldly minds have to their overlord and master, who lies dead but dreaming in the lost city of R’lyeh.

Although they typically appear as immense humanoid creatures with rubbery hides and octopoid heads, the starspawn of Cthulhu are not any more aquatic in nature than they are terrestrial—that they’re often associated with a planet’s oceans lies more in the simple fact that oceans often cover the majority of a planet’s surface. The creatures themselves, being equally at home on land, at sea, or in the depths of space, make no real distinction between such regions, choosing them as the sites of their cities and temples for purposes only they can know.

Servants of the alien gods of the void, they work upon the worlds they invade to wipe them clean of indigenous life in preparation for the eventual time when the deep void expands to replace all that exists with its strange realities. The star-spawn of Cthulhu hold little malice toward indigenous life—they simply can’t proceed with their plans for a world while such life exists. Just as a human might move into a house thinking it to be abandoned, only to discover colonies of ants dwelling within the building’s walls, the star-spawn work to eradicate indigenous infestations. Their methods seldom vary from world to world—those whose intellects they can influence via dreams and nightmares they besiege as the victims sleep, seeding the growth of destructive cults and societies. These groups in turn further the starspawn’s agenda, preparing the world and bringing it to the brink of destruction. When such worlds are poized to tear themselves apart from within through unrest, civil war, excessive pollution, or genocide, the star-spawn mobilize their cults to end all things. The only reward such cults may receive for their (sometimes unwitting) aid is the dubious honor of being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.

The fact that the star-spawn’s plans to bring about the eradication of life span centuries or even millennia should not be mistaken for sloth or lassitude—the star-spawn are inhumanly patient, and the preparation of the universe’s worlds must precisely follow an unknowable schedule, for only when the exact cosmic convergences are in place and the stars are right can they make their final moves to end all things. This time frame does give some worlds a chance to discover the star-spawn’s influence and to delay or even defeat their world’s star-spawned doom, but such tales of triumph are rare in the face of the void’s relentless tides.

The star-spawn of Cthulhu war with many other strange races out of time and space, including elder things and the servitors of other Great Old Ones. They have also been known to use these creatures—and other races such as the mi-go—as pawns, slaves, or minions to promote their immortal agenda.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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