In a far off world, dread Cthulhu lies dead but dreaming far below the ocean in the lost city of R'lyeh. Cthulhu will some day awaken and devour this entire world, but until then its spawn spread through the universe to bring word of it to all, and destroy those who would oppose it. Large, ocropoid creatures with clawed hands, powerful and distended brains, and wings and spines lining their backs, they can fly through the emptiness of space at immense speeds, crossing galaxies in weeks or months. This allows them to find worlds that have not yet accepted Cthulhu as their master above all, and force them to provide sacrifices of life and treasure in Cthulhu's name to ensure that once their progenitor returns the stars are in position.
Inspired by the Tome of Beasts 1. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!
Star-Spawn oppose mi-go in all cases, and seek to turn worlds to Cthulhu. Individually they are destructive, though one alone couldn't conquer Golarion, and so they must act in caution and find those who they can turn into slaves to Cthulhu to progress their plans.
Star-Spawn of Cthulhu Creature 15
Rare Large Aberration
Perception +29; greater darkvision
Languages Aklo, Common
Skills Arcana +30, Athletics +28, Intimidation +27, Occultism +30
Str +7, Dex +2, Con +7, Int +9, Wis +4, Cha +6
AC 37; Fort +29, Ref +24, Will +26; +2 status to all saves vs. mental
HP 265; Immunities cold
No Breath The star-spawn of Cthulhu doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).
Psychic Tower (occult) When the star-spawn critically succeeds on a Will save against a mental effect, it reflects this effect back onto the creature that originated the effect. When reflected, the effect affects only the original creature, even if it's an area effect or would affect more than one creature. The original creature can attempt a save and use other defenses against the reflected effect as normal.
Speed 30 feet, swim 30 feet, fly 50 feet
Melee claw +30 (agile, magical, reach 10 feet), Damage 3d6+15 slashing
Melee foot +30 (magical), Damage 3d10+15 bludgeoning
Dimensional Stomp [2 actions] (occult, teleportation) The star-spawn makes a foot Strike. If it hits, the target must attempt a DC 37 Reflex save or be teleported to a location of the star-spawn's choice within 120 feet.
Disintegrating Gaze [1 action] (occult, visual) The star-spawn gazes upon a creature within 60 feet, tearing at their body, dealing 7d12 damage (no type). The creature must attempt a DC 37 Fortitude save. The star-spawn can't use Disintegrating Gaze again for 1d4 rounds.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage. If the creature is reduced to 0 HP, they are reduced to a fine powder as the disintegrate spell.
Critical Failure The target takes double damage and their body is dissipated into vapor as if affected by the vapor form spell, except the target can't dismiss the spell. Instead, at the end of each of their turns, the target can attempt a new save at the end of each of their turns to end the effect. If the creature is reduced to 0 HP they are reduced to a fine power as the disintegrate spell.
Interdimensional Movement [1 action] (move, occult, teleportation); Frequency Once per round; Effect The star-spawn teleports up to 25 feet to a location it can see.
Do other worlds exist beyond the Overworld? Ones that can only be reached through far travel through empty voids that few creatures can cross even with great magic? For that is where the star-spawn of Cthulhu arrive from, descending from the sky to demand fealty for their progenitor and forcing those too weak to fight them into submission.
Star-Spawn of Cthulhu
9th level double-strength wrecker [large aberration]
Initiative: +12
Crushing Claws +14 vs. AC (2 attacks) – 35 damage.
Natural Even Hit: The target is grabbed – 20 automatic grab damage at the start of the star-spawn’s turn. The star-spawn can have up to three creatures grabbed at once; one in each arm, and one transferred into its maw.
Miss: 10 damage.
Dimensional Stomp +14 vs. AC – 20 damage.
Natural Attack Roll Higher than Target’s Dexterity: The target is teleported to a nearby or far-away location of the star-spawn’s choice.
Quick Use: 1/round, as a quick action, when the escalation die is even.
Ranged: Disintegrating Gaze +14 vs. PD (one nearby enemy) – 80 necro damage.
Any Hit: Unless the target succeeds on an immediate hard save (16+), their body is dissipated into vapor (save ends). While dissipated in this way, the target has resist all damage 12+, but can’t make any attacks and can only move.
Limited Use: 1/battle. Recharges when the escalation die first reaches 6+.
Flyer: The star-spawn is a powerful, immense and heavy flyer.
Interdimensional Movement: The star-spawn can teleport to a nearby location as a move action.
Reflect Psychic 12 or Below: When a psychic attack targets this creature and the attacker rolls a natural 12 or below, the attack automatically misses, the star-spawn takes no damage and suffers no effects from the attack, and the attacker takes 20 psychic damage.
AC 24 PD 22 MD 22 HP 360