Star Spawn Of Cthulhu (CR 25/MR 10)

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

Mythic Star-Spawn of Cthulhu (CR 25/MR 10)
XP 1,638,400
Pathfinder Roleplaying Game Bestiary 4
CE Huge aberration (alien, mythic, mythos)
Init +15/–5MF, dual initiativeMA; Senses blindsight 30 ft., darkvision 60 ft.; Perception +38
Aura frightful presence (150 ft., DC 32)


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 saveMA
Defensive Abilities fortification (50%)MA, immortality, overwhelming mind; DR 10/epic; Immune cold, disease, poison; SR 41


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 reachMA, mind blastMA, mind flayingMA, mythic power (10/day, surge +1d12) , overwhelming mind, psychic crushMA, simple divine spellcastingMA

Spell-Like Abilities (CL 20th; concentration +30; save DCs are Wis-based)
Constant—mind blank
At will—control water, dream, insanity (DC 27), nightmare (DC 25), sending
3/day—demand (DC 28)


Str 46, Dex 13, Con 34, Int 23, Wis 31, Cha 24
Base Atk +18; CMB +38 (+42 grapple); CMD 49
Feats Combat ReflexesMF, Critical Focus, Greater Vital Strike, Improved Critical (claw), Improved Critical (tentacle), Improved InitiativeMF, Improved Vital Strike, Inescapable GraspMF, Multiattack, Power AttackMF, Staggering Critical, Stunning Critical, Toughness, Vital StrikeMF
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 dieMA, limited starflight, no breath, sealordMA, terrifying willMA


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

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 star-spawn 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 ablities, as well as its overwhelming mind.

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