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Cthulhu — Dark Fantasy Monsters STL miniature by Clay Cyanide

Cthulhu

Dark Fantasy Monsters
Scale32mm, 75mm
FormatSTL, Pre-supported STL
PresupportedYes
Community6,351 views · 127 likes

Cthulhu — The Encounter

Dreaming priest of the dead stars, drowned beneath the waves · a boss your table can run with almost no prep. SRD 5.1-compatible.

Who Is Cthulhu

Older than the seas and stranger than the stars, Cthulhu sleeps in a sunken house of monstrous angles, waiting until the heavens turn and the door of his tomb-city yields. The grimoires of drowned cults name him High Priest of the Old Ones, dreaming dead yet never truly so, his slumber pressing on the minds of poets, lunatics, and sailors across every ocean. Those who glimpse his shape in fevered sleep wake screaming, their journals filling with idols of squatting, tentacle-faced things. When the stones of his prison stir, the dreams sharpen into summons; mad worshippers gather on lonely shores to chant the syllables that loosen his chains. He does not rule by command but by presence: to stand before him is to feel one's reason dissolve like salt in surf. Sane men say he cannot truly die, for in the vast cold deep, that is not dead which can eternal lie, and with strange aeons even death may die.

Run Cthulhu in Sixty Seconds

Cthulhu

Huge aberration, chaotic evil

CR 13 · 10,000 XP · GUIDELINE
AC 18 (rubbery hide) HP 207 (18d12+90) Speed 40 ft., swim 60 ft., fly 40 ft.
STR24+7
DEX12+1
CON21+5
INT20+5
WIS18+4
CHA22+6
SavesCON +9, INT +9, WIS +8, CHA +10
SkillsPerception +8, Arcana +9
Resistcold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Immfrightened, charmed, poisoned
Sensesdarkvision 120 ft., truesight 60 ft., passive Perception 18
Languagestelepathy 120 ft., understands all but speaks only in dreams

Maddening Presence. When a creature that can see Cthulhu starts its turn within 30 feet of it, that creature must succeed on a DC 16 Wisdom saving throw or take 9 (2d8) psychic damage as its mind buckles. On a success, the creature is immune to this trait for 24 hours. Signature: a creature reduced to 0 hit points by this damage does not fall unconscious but is instead incapacitated and babbling until the end of its next turn.

Amphibious. Cthulhu can breathe air and water, and it never suffers disadvantage from being submerged.

Actions

Multiattack. Cthulhu makes one Tentacle Maw attack and two Claw attacks. It can replace one attack with Dreaming Gaze (recharge 5-6).

Tentacle Maw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and takes 9 (2d8) psychic damage at the start of each of its turns.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 7) slashing damage.

Dreaming Gaze (Recharge 5-6). Cthulhu fixes its alien stare on one creature it can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or take 27 (6d8) psychic damage and be stunned until the end of its next turn. On a success, the target takes half damage and is not stunned.

Bonus Actions & Reactions

Star-Spawned Rebuke. When a creature within 60 feet casts a spell or moves out of Cthulhu's reach, Cthulhu can use its reaction to lash a tentacle at that creature: +12 to hit, dealing 13 (2d8 + 4) bludgeoning damage on a hit. The triggering spell is also forced to be cast at disadvantage on the attack roll, or its save DC is reduced by 2.

Legendary Actions (3/Round)

Tentacle. Cthulhu makes one Claw attack.

Maddening Whisper (Costs 2 Actions). Each creature within 30 feet of Cthulhu must succeed on a DC 16 Wisdom saving throw or take 11 (2d10) psychic damage and have disadvantage on attack rolls until the end of its next turn.

Sink Beneath (Costs 2 Actions). Cthulhu moves up to its swim speed without provoking opportunity attacks. If it ends this movement underwater or in difficult terrain, it has half cover until the start of its next turn.

A mountain of green-black flesh hauls itself upright on the broken stones: a writhing octopus face above a bloated humanoid bulk, vast membranous wings half-folded, talons sinking into the rock as if the world itself were prey.

Cthulhu, Bound

Companion · acts on your initiative

Bound · GUIDELINE
AC 13 HP 124 (scaled ×0.6) Speed 40 ft., swim 60 ft., fly 40 ft.
STR24+7
DEX12+1
CON21+5
INT20+5
WIS18+4
CHA22+6

Tide-Touched (signature). The acolyte has a swim speed of 40 feet, breathes water, and has advantage on saving throws against being frightened while within 60 feet of Cthulhu.

Actions

Barbed Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

Reactions

Drowning Chant. When an ally within 30 feet fails a saving throw against fear or psychic damage, the acolyte can use its reaction to let them reroll, taking the new result.

A scaled, bug-eyed worshipper dredged up from a forgotten shore, hurling itself between its sleeping god and any who would wake it.

Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.

How It Fights — by Tier

Same creature, scaled threat. The traits never change; only the numbers move.

Tier 1Levels 1-4 · GUIDELINE
AC14HP50 (8d10+6) To-hit+4Save DC13

A nightmare-vision Cthulhu, not the waking god. Open with Maddening Presence to soften the front line, then grapple the loudest PC with Tentacle Maw and hold them. Save Dreaming Gaze for whoever lands the biggest hits, and have it sink toward water when bloodied.

Tier 2Levels 5-10 · GUIDELINE
AC16HP130 (15d10+45) To-hit+7Save DC15

A stirring Cthulhu rising in the shallows. Lead with Dreaming Gaze on the party's controller, grapple a melee striker, and let Star-Spawned Rebuke punish casters who keep their distance. Pair it with a Deep One Acolyte or two to soak actions; pull back to deep water when bloodied to force the party in after it.

Tier 3Levels 11-15 · NATIVE
AC18HP207 (18d12+90) To-hit+12Save DC16

The waking god, a true solo centerpiece. Open with Maddening Presence and a recharged Dreaming Gaze to stun the deadliest PC, then grapple with Tentacle Maw and grind psychic damage every turn. Spend legendary actions on Maddening Whisper when the party clusters and Tentacle on whoever is at full HP; Sink Beneath to reposition and force the fight into the water on its terms. When bloodied, lean on Star-Spawned Rebuke to shut down spellcasters.

Put Cthulhu on the table

Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.

Get the STL on MyMiniFactory →

Clay Cyanide Companion Rules v1

How a bound creature acts

Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.

Questions, Asked at the Table

What CR is Cthulhu?

Natively CR 13 (Tier 3, levels 11-15) and built as a solo boss: its legendary actions and Star-Spawned Rebuke reaction let it act outside its turn and play up against a four-PC party. The included Tier 1 and Tier 2 stat blocks rescale the same kit down to CR 2-ish dream-visions and CR 6-ish risen terrors.

Can Cthulhu be a companion or ally?

Not Cthulhu itself, but the bound Deep One Acolyte companion (AC 13, 124 HP) is built to fight alongside a party or another monster, with a swim speed, a slowing spear, and a Drowning Chant reaction that lets allies reroll failed fear and psychic saves.

How do I use Cthulhu without a one-shot kill on the party?

Telegraph the danger. The dream-vision Tier 1 block and rising Tier 2 block let lower-level groups face his presence and tentacles without the full save-or-stun gaze. At Tier 3, give players a clear win condition (re-seal the tomb, ring the bell, flee at dawn) so 'cannot truly die' becomes a survival story, not a TPK.

Tell Us How It Ran

Played Cthulhu at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.

Technical Specifications

Native Scale

32mm, 75mm

File Contents

STL, Pre-supported STL

Recommended Resin

Standard or ABS-like resin, 0.05mm layer height

Presupported

Yes — ready to print, optimized supports included