In 1st edition, the tome "Deities and Demigods" was published, and in its first printing it contained (as a copyright infringement), a set of rules on some basic Lovecraftian Monsters (as "Cthulhu Mythos"). Because the 3rd edition rules are so radically different than 1st or 2nd edition, and because I liked the use of the Cthulhu Mythos within D&D so much, I took the trouble of converting them into 3rd edition, using the Official Wizards of the Coast 3rd edition Converter.
Lovecraftian Monsters
from 1st edition AD&D Deities and Demigods
converted into 3rd edition D&D
SHOGGOTH Originally created by the Primordial Ones as servants, the shoggoths eventually rebelled and destroyed the civilization of their masters. Shoggoths resemble huge, intelligent amoebae, able to form almost any shape out of their near-transparent bodies, including legs, eyes, mouths, huge weapons, or whatever is needed. The few remaining shoggoths live in distant, long-deserted areas, sometimes aiding servants of Cthulhu or other Old Ones. COMBAT Shoggoths attack by shooting pseudopods out of their body, which strike opponents as a blunt weapon. Shoggoth Qualities
Gargantuan Aberration (Aquatic, Lovecraftian)
Hit Dice: 20d8 + 140 (230 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 feet, swim 30 feet
AC: 19 (-4 size, +2 Dex, +11 natural)
Attacks: 2 pseudopods +19/+19 Melee (+11/+11 HD/Aber , +8/+8 Str)
Damage: Pseudopod 3d10 +8 (Str)
Face/Reach: 30’ x 30’ / 15’
Special Attacks: Improved grab; Frightful Presence; Engulf
Special Qualities: SR 17; Darkvision 60’; Amorphous; Immune to Weakness, Paralysis and Charm
Saves: Fort +13 (+6 HD, +7 Con), Ref +8 (+6 HD, +2 Dex), Will +12 (+12 HD/Aber, +0 Wis)
Abilities: Str 26, Dex 14, Con 25, Int 6, Wis 10, Cha 10
Skills (20 sp + ability/racial bonuses): Knowledge (Arcana) +4, Listen +8, Search +7, Spot +9
Feats (2): Endurance, Improved Initiative
Climate/Terrain: Any, including underwater and vacuum, but usually long-deserted areas
Organization: Solitary, working group (2-4)
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 21-25 HD (Gargantuan); 26-30 HD (Colossal)
MI-GO (The Fungi From Yuggoth) These red, bat-winged creatures somewhat resemble lobsters in that they have many legs, feelers, and eyestalks, and forearms that end in great pincers. Though they appear to be crustaceans, they are actually fungus creatures. Mi-go are immune to the effects of cold, dark and vacuum, and can fly across interstellar space. They cannot speak, but communicate by clicking their pincers. COMBAT Mi-go attack by using their pincers or firing a ray from a techno-weapon. Mi-Go Qualities
Medium-Size Aberration (Lovecraftian)
Hit Dice: 5d8 + 35 (58 hp)
Initiative: +2 (Dex)
Speed: 40 feet, fly 80 feet
AC: 16 (+2 Dex, +4 natural)
Attacks: 2 pincers +8/+8 Melee (+3/+3 HD/Aber, +5/+5 Str) or Techno-weapon +5 Ranged (+3 HD/Aber, +2 Dex)
Damage: Pincer 1d8 +5 (Str) or by weapon type
Face/Reach: 5’ x 5’ / 5’
Special Attacks: Techno-weapon; Frightful Presence
Special Qualities: Plant; Darkvision 60’; Immune to Cold, Dark, Vacuum
Saves: Fort +8 (+1 HD, +7 Con), Ref +3 (+1 HD, +2 Dex), Will +11 (+4 HD/Aber, +5 Wis, +2 Iron Will)
Abilities: Str 20, Dex 15, Con 25, Int 21, Wis 21, Cha 18
Skills (50 sp + ability/racial bonuses): Alchemy +9, Bluff +8, Craft (Weaponsmithing) +9, Decipher Script +9, Disguise +12, Gather Information +12, Heal +9, Hide +6, Knowledge (Arcana) +14, Search +9, Sense Motive +9, Use Magic Device +8
Feats (2): Iron Will, Flyby Attack
Climate/Terrain: Any, preferring to be near, but hidden from, other civilizations
Organization: Solitary, Working group (2-4), Clan (5-12)
Challenge Rating: 3
Treasure: Standard + each Mi-go has 50% chance of carrying 1 Techno-device
Alignment: Chaotic Evil
Advancement: 6-10 HD (Large)
DEEP ONE The Deep Ones are humanoid, amphibious men-fish, cold-blooded creatures of great strength. They can attack with their clawed webbed hands, or wield weapons. They have Darkvision as well as normal sight. They live near the land on ocean shelves and are able to travel to the land at any time and for as long as they wish. They have been known to interact with evil humans and interbreed with them. This results in human-appearing offspring who undergo a gradual transformation after the age of 21 that causes them to become as the Deep Ones who spawned them. The Deep Ones are soulless and apparently immortal. These creatures promote evil in preparation of Cthulhu’s return. They do this by collecting treasures from the sea and using them as funds to spread the cult of Cthulhu and the Old Ones. COMBAT Deep Ones attack by using their claws or tridents. Deep One Qualities
Medium-Size Aberration (Aquatic, Lovecraftian)
Hit Dice: 4d8 + 31 (+28 Con, +3 Toughness) (58 hp)
Initiative: +1 (Dex)
Speed: 30 feet, swim 60 feet
AC: 17 (+1 Dex, +6 natural)
Attacks: 2 claws +6/+6 Melee (+2/+2 HD/Aber, +4/+4 Str) or Trident +6 Melee (+2 HD/Aber, +4 Str)
Damage: Claw 1d4 +4 (Str) or Trident 1d8 +4 (Str)
Face/Reach: 5’ x 5’ / 5’
Special Attacks: Frightful Presence
Special Qualities: Darkvision 60’; Amphibious; Immortal; Soulless
Saves: Fort +8 (+1 HD, +7 Con), Ref +2 (+1 HD, +2 Dex), Will +6 (+4 HD/Aber, +2 Wis)
Abilities: Str 18, Dex 12, Con 25, Int 11, Wis 15, Cha 10
Skills (22+6=28 sp + ability/racial bonuses): Animal (Aquatic) Empathy +4, Appraise +4, Gather Information +4, Intimidate +4, Knowledge (arcana) +14, Knowledge (religion) +14, Swim +15, Wilderness (Sea) Lore +6
Feats (1): Toughness
Climate/Terrain: Any oceanic, often preferring coastal near other land-dwelling civilizations
Organization: Solitary, Raiding Party (2-5), Tribe (6-20), Colony (21-500)
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 5-9 HD (Large), 10-16 HD (Huge), 17-24 HD (Garg.), 25 HD (Colossal)
PRIMORDIAL ONE (Elder Thing) These creatures are barrel-shaped cylinders with membranous wings. On top of the body is a head covered by 3-inch wiry cilia of many colors. They have 5 red-irised, globed eyes. At the top of their heads are 5 mouthed tentacles, and at the base of their bodies are 5 powerful tentacles used for locomotion. The Primordial Ones are actually an alien race of high intelligence and advanced science. They hate all other types of intelligence, and will destroy them if possible, striking with three of their powerful walking tentacles if no advanced weaponry is available. COMBAT Primordial Ones attack by using their walking tentacles, using the Multiattack Feat. Primordial One Qualities
Large Aberration (Aquatic, Lovecraftian)
Hit Dice: 8d8 + 80 (Con) (116 hp)
Initiative: +5 (+1 Dex, +4 Imp. Init.)
Speed: 30 feet, fly 50 feet
AC: 14 (-1 Size, +1 Dex, +4 natural)
Attacks: 3 tentacles +9/+9/+9 Melee (+4/+4/+4 HD/Aber, +5/+5/+5 Str)
Damage: Tentacle 1d6 +5 (Str)
Face/Reach: 5’ x 5’ / 10’
Special Attacks: Frightful Presence; Psionics
Special Qualities: Darkvision 60’; Immune to Heat and Cold
Saves: Fort +12 (+2 HD, +10 Con), Ref +3 (+2 HD, +1 Dex), Will +10 (+6 HD/Aber, +4 Wis)
Abilities: Str 20, Dex 13, Con 30, Int 18, Wis 18, Cha 14
Skills (36+12=48 sp + ability/racial bonuses): Alchemy +8, Knowledge (arcana) +18, Knowledge (architecture and engineering) +18, Listen +8, Search +8, Swim +8
Feats (2): Improved Initiative, Multiattack
Climate/Terrain: Any, including underwater and vacuum, but usually long-deserted areas
Organization: Solitary, Working group (2-8), City (9-200)
Challenge Rating: 3
Treasure: Standard
Alignment: Lawful Evil
Advancement: 9-12 HD (Large)
GREAT RACE OF YITH (In Conical Body) These creatures populated the world eons ago and their cities still exist buried in deserts or other out of the way places. They had a highly advanced scientific civilization, with psionics rather than magic. When their civilization was destroyed, some of them were frozen in time, and these are occasionally discovered. (The Great Race of Yith are actually a race of bodiless creatures that leap forward through time, occupying the bodies of other creatures for a few centuries to gather historical information before abandoning those bodies and leaping forward, en masse, into another civilization. This version represents a very old civilization that was inhabited by the Great Race of Yith. Different statistics would exist for the bodiless Great Race, the Great Race in other bodies than these, or these conical bodies without the inhabitation of the Great Race. For now, this combination of Great Race and this body will just be called "The Great Race".) The Great Race are tall cones, ten feet wide at the base, with 4 ten foot long tentacles at the top. Two tentacles end in lobster-like claws, one in a trumpet-like ears, and one in a globe with 3 eyes along its circumference with a set of manipulating tentacles depending from it. The relationship, if any , between the Great Race, the Old Ones, and the elder gods is unclear. Humans discovering and freeing them are sometimes rewarded with gifts of knowledge. COMBAT Great Race attack using their two claws as well as psionics. Great Race of Yith Qualities
Large Aberration (Lovecraftian)
Hit Dice: 8d8 + 32 (Con) (68 hp)
Initiative: +6 (+2 Dex, +4 Imp. Init.)
Speed: 40 feet
AC: 15 (-1 Size, +2 Dex, +4 natural)
Attacks: 2 claws +10/+10 Melee (+4/+4 HD/Aber, +6/+6 Str)
Damage: Claw 1d8 +6 (Str)
Face/Reach: 10’ x 10’ / 10’
Special Attacks: Frightful Presence; Psionics
Special Qualities: Darkvision 60’; Immune to Magic Control
Saves: Fort +6 (+2 HD, +4 Con), Ref +4 (+2 HD, +2 Dex), Will +13 (+6 HD/Aber, +5 Wis, +2 Iron Will)
Abilities: Str 23, Dex 14, Con 18, Int 20, Wis 20, Cha 14
Skills (40+12=52 sp + ability/racial bonuses): Decipher Script +9, Diplomacy +9, Gather Info +19, Know (arcana) +12, Know (geography) +12, Know (history) +31, Scry +12
Feats (2): Iron Will, Improved Initiative, Skill Focus (Know History)
Climate/Terrain: Lost Cities, far from other civilizations
Organization: Solitary, Study group (2-10), City (11-100)
Challenge Rating: 2
Treasure: Nil
Alignment: Lawful Neutral
Advancement: None
BYAKHEE (Servants of Hastur) These giant furry bat-like creatures have humanoid legs that enable them to stand like men. They can be summoned by clerics of Hastur through use of a gate spell (1-4 Byakhee will appear). They are able to teleport throughout the Prime Material Plane at will, carrying human beings with them on their backs or in their talons. They are intelligent, telepathic, and will obey those whore carry the Elder Sign or who appeal successfully to Hastur. COMBAT Byakhee Qualities
Huge Aberration (Lovecraftian)
Hit Dice: 10d8 + 60 (Con) (105 hp)
Initiative: +2 (Dex)
Speed: 20 feet, fly 60 feet
AC: 11 (-2 Size, +2 Dex, +1 natural)
Attacks: 2 claws +18/+18 Melee (+6/+6 HD/Aber, +12/+12 Str)
Damage: Claw 1d10 +12 (Str)
Face/Reach: 10’ x 10’ / 15’
Special Attacks: Frightful Presence
Special Qualities: SR 15; Darkvision 60’; Teleport at will; Telepathic; Psionics
Saves: Fort +9 (+3 HD, +6 Con), Ref +5 (+3 HD, +2 Dex), Will +9 (+7 HD/Aber, +2 Wis)
Abilities: Str 35, Dex 14, Con 23, Int 14, Wis 15, Cha 14
Skills (28+12=40 sp + ability/racial bonuses): Know (arcana) +17, Know (religion) + 17, Search +12, Listen +12
Feats (2): Flyby Attack, Power Attack
Climate/Terrain: Any, though generally summoned from a distant planet
Organization: Solitary, Attack Group (2-4)
Challenge Rating: 6
Treasure: Nil
Alignment: Chaotic Evil
Advancement: 11-15 HD (Huge), 16-20 HD (Gargantuan)
Byakhee attack using their two claws combined with frequent use of the Power Attack feat.
CTHUGHA'S FLAME CREATURE These creatures appear to be smaller versions of their master. Their bodies radiate 10 points of heat damage to all who come within 60 feet of them, and they can cast a single heat ray from their body every melee round that does 2-20 points of damage if it hits. One of their functions is to appear when the god is suppposed to appear but is too busy or chooses not to come. COMBAT Cthugha’s Flame Creature Qualities
Colossal Outsider (Fire, Lovecraftian)
Hit Dice: 16d8 + 32 (Con) (104 hp)
Initiative: +2 (Dex)
Speed: fly 60 feet
AC: 22 (-8 Size, +2 Dex, +18 natural)
Attacks: 1 heat ray +21 Ranged Touch (+16 HD/Outsider, +5 Str, No armor, shield, natural mods to AC allowed)
Damage: 2-20 +5 (Str)
Face/Reach: 60’ x 60’ / 60’
Special Attacks: Frightful Presence; Heat Radiation
Special Qualities: SR 13; Darkvision 60’; Immune to Heat and Cold; Damage Reduction 20/+2; Psionics
Saves: Fort +12 (+10 HD, +2 Con), Ref +12 (+10 HD, +2 Dex), Will +10 (+10 HD, +0 Wis)
Abilities: Str 20, Dex 15, Con 15, Int 10, Wis 10, Cha 10
Skills (8x16=128 + ability/racial bonuses): Know (arcana) +25, Know (religion) +28, Sense Motive +25, Search +25, Spot +25
Feats (2): Improved Critical (19-20 on Heat Ray), Power Attack, Cleave, Great Cleave
Climate/Terrain: Elemental Plane of Fire or summoned to another plane
Organization: Solitary, Attack Group (2-4)
Challenge Rating: 4
Treasure: Nil
Alignment: Chaotic Evil
Advancement: 17-20 HD (Colossal)
Cthugha’s flame creatures use their heat ray combined with a Power Attack, often wiping out whole groups in a single round with their Cleave/Great Cleave follow-up attacks.
Frightful Presence (Ex): The hideousness of Lovecraftian Monsters tends to unnerve opponents. This takes effect upon first spotting the Lovecraftian Monster. Creatures able to see the Lovecraftian Monster are subject to the effect if they have fewer HD than the Lovecraftian Monster.
A potentially affected creature that succeeds at a Will save (varying DC, depending on the type of Lovecraftian Monster) remains immune to any frightful presence of the same race of Lovecraftian Monster for one week. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. All Lovecraftian creatures are immune to the frightful presence of other Lovecraftian creatures.