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5e_homebrew/collection/Chaosium Inc.; Cthulhu by Torchlight.json
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2026-05-11 11:02:37 +01:00

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{
"_meta": {
"sources": [
{
"json": "CthulhuTorchlight",
"abbreviation": "CBT",
"full": "Cthulhu by Torchlight",
"url": "https://marketplace.dndbeyond.com/category/DBIRFDZMU",
"version": "1.0.0",
"authors": [
"Chaosium Inc."
],
"convertedBy": [
"Unknown"
],
"partnered": true,
"color": "FCC80F"
}
],
"internalCopies": [
"monster",
"monsterFluff"
],
"edition": "one",
"dateAdded": 1754051400,
"dateLastModified": 1778493129,
"_dateLastModifiedHash": "5a32e0b619"
},
"subclass": [
{
"name": "Apocalypse Domain",
"shortName": "Apocalypse",
"source": "CthulhuTorchlight",
"className": "Cleric",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"prepared": {
"3": [
"Darkness|XPHB",
"Hellish Rebuke|XPHB",
"Phantasmal Force|XPHB",
"Thunderwave|XPHB"
],
"5": [
"Doom|CthulhuTorchlight",
"Fear|XPHB"
],
"7": [
"Blight|XPHB",
"Ice Storm|XPHB"
],
"9": [
"Antilife Shell|XPHB",
"Insect Plague|XPHB"
]
}
}
],
"subclassSpells": [
"Darkness|XPHB",
"Hellish Rebuke|XPHB",
"Phantasmal Force|XPHB",
"Thunderwave|XPHB",
"Doom|CthulhuTorchlight",
"Fear|XPHB",
"Blight|XPHB",
"Ice Storm|XPHB",
"Antilife Shell|XPHB",
"Insect Plague|XPHB"
],
"subclassFeatures": [
"Apocalypse Domain|Cleric|XPHB|Apocalypse|CthulhuTorchlight|3",
"All Will Be Dust|Cleric|XPHB|Apocalypse|CthulhuTorchlight|6",
"Life Beyond Death|Cleric|XPHB|Apocalypse|CthulhuTorchlight|17"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
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},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Bibliomancy",
"shortName": "Bibliomancy",
"source": "CthulhuTorchlight",
"className": "Wizard",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"subclassFeatures": [
"Bibliomancy|Wizard|XPHB|Bibliomancy|CthulhuTorchlight|3",
"Weaver of Words|Wizard|XPHB|Bibliomancy|CthulhuTorchlight|6",
"Customized Spell|Wizard|XPHB|Bibliomancy|CthulhuTorchlight|10",
"Master of Words|Wizard|XPHB|Bibliomancy|CthulhuTorchlight|14"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-015.bibliomancer.webp"
},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Circle of the Symbiote",
"shortName": "Symbiote",
"source": "CthulhuTorchlight",
"className": "Druid",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"prepared": {
"3": [
"Barkskin|xphb",
"Entangle|xphb",
"Guidance|XPHB"
],
"5": [
"Plant Growth|xphb"
],
"6": [
"Haste|xphb"
],
"7": [
"Hallucinatory Terrain|xphb"
],
"9": [
"Tree Stride|xphb"
]
}
}
],
"subclassSpells": [
"Barkskin|xphb",
"Entangle|xphb",
"Guidance|xphb",
"Plant Growth|xphb",
"Haste|xphb",
"Hallucinatory Terrain|xphb",
"Tree Stride|xphb"
],
"subclassFeatures": [
"Circle of the Symbiote|Druid|XPHB|Symbiote|CthulhuTorchlight|3",
"Symbiotic Reflexes|Druid|XPHB|Symbiote|CthulhuTorchlight|6",
"Survival Instinct|Druid|XPHB|Symbiote|CthulhuTorchlight|10",
"Surge of Sustenance|Druid|XPHB|Symbiote|CthulhuTorchlight|14"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-007.symbdruid.webp"
},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "College of Drama",
"shortName": "Drama",
"source": "CthulhuTorchlight",
"className": "Bard",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"innate": {
"3": {
"rest": {
"1e": [
"Disguise Self|XPHB"
]
}
}
}
}
],
"subclassFeatures": [
"College of Drama|Bard|XPHB|Drama|CthulhuTorchlight|3",
"Stage Direction|Bard|XPHB|Drama|CthulhuTorchlight|6",
"Assemble the Troupe|Bard|XPHB|Drama|CthulhuTorchlight|14",
"Grand Finale|Bard|XPHB|Drama|CthulhuTorchlight|14"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-005.dramabard.webp"
},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Exalted Assembly of the Feline Court",
"shortName": "Feline Court",
"source": "CthulhuTorchlight",
"className": "Warlock",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"prepared": {
"3": [
"Animal Friendship|XPHB",
"Cat's Spring|CthulhuTorchlight",
"Feather Fall|XPHB",
"Feline Grace|CthulhuTorchlight",
"Misty Step|XPHB",
"Speak with Animals|XPHB"
],
"5": [
"Haste|XPHB",
"Phantom Panther|CthulhuTorchlight"
],
"7": [
"Freedom of Movement|XPHB",
"Dimension Door|XPHB"
],
"9": [
"Feline Chaos|CthulhuTorchlight",
"Telekinesis|XPHB"
]
}
}
],
"subclassSpells": [
"Animal Friendship|XPHB",
"Cat's Spring|CthulhuTorchlight",
"Feather Fall|XPHB",
"Feline Grace|CthulhuTorchlight",
"Misty Step|XPHB",
"Speak with Animals|XPHB",
"Haste|XPHB",
"Phantom Panther|CthulhuTorchlight",
"Freedom of Movement|XPHB",
"Dimension Door|XPHB",
"Feline Chaos|CthulhuTorchlight",
"Telekinesis|XPHB"
],
"subclassFeatures": [
"Exalted Assembly of the Feline Court|Warlock|XPHB|Feline Court|CthulhuTorchlight|3",
"Vexing Distraction|Warlock|XPHB|Feline Court|CthulhuTorchlight|6",
"Nine Lives|Warlock|XPHB|Feline Court|CthulhuTorchlight|10",
"Summon the Courtiers|Warlock|XPHB|Feline Court|CthulhuTorchlight|14"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-013.catwarlock.webp"
},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Hero",
"shortName": "Hero",
"source": "CthulhuTorchlight",
"className": "Fighter",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"subclassFeatures": [
"Hero|Fighter|XPHB|Hero|CthulhuTorchlight|3",
"Lead by Example|Fighter|XPHB|Hero|CthulhuTorchlight|7",
"Inspiring Presence|Fighter|XPHB|Hero|CthulhuTorchlight|10",
"Durable Presence|Fighter|XPHB|Hero|CthulhuTorchlight|15",
"Mighty Effort|Fighter|XPHB|Hero|CthulhuTorchlight|18"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-008.herofighter.webp"
},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Hungering Dark",
"shortName": "Hungering Dark",
"source": "CthulhuTorchlight",
"className": "Sorcerer",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"prepared": {
"3": [
"Confounding Shadows|CthulhuTorchlight",
"Darkness|XPHB",
"Tide of Darkness|CthulhuTorchlight",
"Umbral Tendril|CthulhuTorchlight"
],
"5": [
"Fear|XPHB",
"Shadowy Eruption|CthulhuTorchlight"
],
"7": [
"Evard's Black Tentacles|XPHB",
"Greater Invisibility|XPHB"
],
"9": [
"Mislead|XPHB",
"Summon Shadow|CthulhuTorchlight"
]
}
}
],
"subclassSpells": [
"Confounding Shadows|CthulhuTorchlight",
"Darkness|XPHB",
"Tide of Darkness|CthulhuTorchlight",
"Umbral Tendril|CthulhuTorchlight",
"Fear|XPHB",
"Shadowy Eruption|CthulhuTorchlight",
"Evard's Black Tentacles|XPHB",
"Greater Invisibility|XPHB",
"Mislead|XPHB",
"Summon Shadow|CthulhuTorchlight"
],
"subclassFeatures": [
"Hungering Dark|Sorcerer|XPHB|Hungering Dark|CthulhuTorchlight|3",
"Friends to Darkness|Sorcerer|XPHB|Hungering Dark|CthulhuTorchlight|6",
"Pure Darkness|Sorcerer|XPHB|Hungering Dark|CthulhuTorchlight|14",
"One with Darkness|Sorcerer|XPHB|Hungering Dark|CthulhuTorchlight|18"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
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},
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}
]
}
},
{
"name": "Oath of the Guardian",
"shortName": "Guardian",
"source": "CthulhuTorchlight",
"className": "Paladin",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"prepared": {
"3": [
"Alarm|XPHB",
"Shield of Faith|XPHB"
],
"5": [
"Lesser Restoration|XPHB",
"Warding Bond|XPHB"
],
"9": [
"Beacon of Hope|XPHB",
"Protection from Energy|XPHB"
],
"13": [
"Death Ward|XPHB",
"Guardian of Faith|XPHB"
],
"17": [
"Greater Restoration|XPHB",
"Raise Dead|XPHB"
]
}
}
],
"subclassSpells": [
"Alarm|XPHB",
"Shield of Faith|XPHB",
"Lesser Restoration|XPHB",
"Warding Bond|XPHB",
"Beacon of Hope|XPHB",
"Protection from Energy|XPHB",
"Death Ward|XPHB",
"Guardian of Faith|XPHB",
"Greater Restoration|XPHB",
"Raise Dead|XPHB"
],
"subclassFeatures": [
"Oath of the Guardian|Paladin|XPHB|Guardian|CthulhuTorchlight|3",
"Guarding Presence|Paladin|XPHB|Guardian|CthulhuTorchlight|7",
"Inspiring Defense|Paladin|XPHB|Guardian|CthulhuTorchlight|7",
"Ward of the Guardian|Paladin|XPHB|Guardian|CthulhuTorchlight|15",
"Guardian Angel|Paladin|XPHB|Guardian|CthulhuTorchlight|20"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-010.paladinguardian.webp"
},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Path of the Spell Scorned",
"shortName": "Spell Scorned",
"source": "CthulhuTorchlight",
"className": "Barbarian",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"ability": "str",
"prepared": {
"6": {
"rest": {
"1e": [
"Counterspell|XPHB"
]
}
},
"14": {
"daily": {
"str": [
"Banishment|XPHB"
]
}
}
}
}
],
"subclassSpells": [
"Counterspell|XPHB",
"Banishment|XPHB"
],
"subclassFeatures": [
"Path of the Spell Scorned|Barbarian|XPHB|Spell Scorned|CthulhuTorchlight|3",
"Sunder the Weave|Barbarian|XPHB|Spell Scorned|CthulhuTorchlight|6",
"Bolstering Howl|Barbarian|XPHB|Spell Scorned|CthulhuTorchlight|10",
"Dimensional Duel|Barbarian|XPHB|Spell Scorned|CthulhuTorchlight|14"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-004.barbarian.webp"
},
"width": 1700,
"height": 2063
}
]
}
},
{
"name": "Shadow Stalker",
"shortName": "Shadow Stalker",
"source": "CthulhuTorchlight",
"className": "Rogue",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"subclassFeatures": [
"Shadow Stalker|Rogue|XPHB|Shadow Stalker|CthulhuTorchlight|3",
"Shadowed Succor|Rogue|XPHB|Shadow Stalker|CthulhuTorchlight|9",
"Shadow Gate|Rogue|XPHB|Shadow Stalker|CthulhuTorchlight|13",
"True Shadow|Rogue|XPHB|Shadow Stalker|CthulhuTorchlight|17"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-012.shadowstalker.webp"
},
"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Trail Warden",
"shortName": "Trail Warden",
"source": "CthulhuTorchlight",
"className": "Ranger",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"prepared": {
"3": [
"Goodberry|XPHB"
],
"5": [
"Pass Without Trace|XPHB"
],
"9": [
"Spirit Guardians|XPHB"
],
"13": [
"Guardian of Faith|XPHB"
],
"17": [
"Mass Cure Wounds|XPHB"
]
}
}
],
"subclassSpells": [
"Goodberry|XPHB",
"Pass Without Trace|XPHB",
"Spirit Guardians|XPHB",
"Guardian of Faith|XPHB",
"Mass Cure Wounds|XPHB"
],
"subclassFeatures": [
"Trail Warden|Ranger|XPHB|Trail Warden|CthulhuTorchlight|3",
"Tactical Assault|Ranger|XPHB|Trail Warden|CthulhuTorchlight|7",
"Coordinated Effort|Ranger|XPHB|Trail Warden|CthulhuTorchlight|11",
"Group Assault|Ranger|XPHB|Trail Warden|CthulhuTorchlight|15"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-011.trailwardenranger.webp"
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"width": 1700,
"height": 2049
}
]
}
},
{
"name": "Warrior of Cosmic Balance",
"shortName": "Cosmic Balance",
"source": "CthulhuTorchlight",
"className": "Monk",
"classSource": "XPHB",
"page": 0,
"edition": "one",
"additionalSpells": [
{
"ability": "wis",
"prepared": {
"3": {
"daily": {
"1": [
"Detect Magic|xphb",
"Comprehend Languages|xphb"
]
}
}
}
}
],
"subclassSpells": [
"Detect Magic|xphb",
"Comprehend Languages|xphb"
],
"subclassFeatures": [
"Warrior of Cosmic Balance|Monk|XPHB|Cosmic Balance|CthulhuTorchlight|3",
"Warden of Harmony|Monk|XPHB|Cosmic Balance|CthulhuTorchlight|6",
"Cosmic Restoration|Monk|XPHB|Cosmic Balance|CthulhuTorchlight|11",
"Ward the Profane|Monk|XPHB|Cosmic Balance|CthulhuTorchlight|17"
],
"fluff": {
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-009.monkabbey.webp"
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"height": 2049
}
]
}
}
],
"subclassFeature": [
{
"name": "Path of the Spell Scorned",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Barbarian",
"classSource": "XPHB",
"subclassShortName": "Spell Scorned",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"My magic? It's the magic of stabbing things in the face. Works well in my experience."
],
"from": "Oreg the Slayer"
}
]
},
"The Path of the Spell Scorned awakens a mote of antimagic within the soul of its adherents. These elite warriors steel themselves against magical effects. Some are specially trained bodyguards, tasked with protecting the elite mages of arcane academies or the high priests of religious orders. Others are demon hunters, their resistance allowing them to overcome the foul magic that strikes down lesser warriors.",
{
"type": "refSubclassFeature",
"subclassFeature": "Instinctual Divination|Barbarian|XPHB|Spell Scorned|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Spell Hammer|Barbarian|XPHB|Spell Scorned|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Spell Shield|Barbarian|XPHB|Spell Scorned|CthulhuTorchlight|3"
}
]
},
{
"name": "Instinctual Divination",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Barbarian",
"classSource": "XPHB",
"subclassShortName": "Spell Scorned",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You gain an intuitive sense about the supernatural facets of the world. When you take the {@action Study|XPHB} action to make an Intelligence ({@skill Arcana|XPHB}) or Intelligence ({@skill Religion|XPHB}) check, you can make it as a Wisdom ({@skill Survival|XPHB}) check instead."
]
},
{
"name": "Spell Hammer",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Barbarian",
"classSource": "XPHB",
"subclassShortName": "Spell Scorned",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You sheathe your weapons in crackling energy that is particularly baneful to creatures from other worlds, those that wield magic, or those that are capable of tremendous destruction. Once per turn while your Rage is active, you can deal double your Rage Damage bonus to a target you hit with a Strength-based attack. If the target has Legendary Actions, can cast spells, or was summoned, you can deal triple your Rage Damage bonus instead."
]
},
{
"name": "Spell Shield",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Barbarian",
"classSource": "XPHB",
"subclassShortName": "Spell Scorned",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You exert a void around you that consumes spells. While your Rage is active, you radiate a spell-consuming aura in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} that originates from you. You and your allies in the aura gain a bonus to saving throws against spells equal to your Rage Damage bonus."
]
},
{
"name": "Sunder the Weave",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Barbarian",
"classSource": "XPHB",
"subclassShortName": "Spell Scorned",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"You always have the {@spell Counterspell|XPHB} spell prepared. With this feature, you can cast it without a spell slot or components while your Rage is active, and your spellcasting ability for it is Strength. As part of the {@variantrule Reaction|XPHB} you take to cast the spell, you can move up to your {@variantrule Speed|XPHB} and make one attack with a weapon against the target of the spell.",
"Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Bolstering Howl",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Barbarian",
"classSource": "XPHB",
"subclassShortName": "Spell Scorned",
"subclassSource": "CthulhuTorchlight",
"level": 10,
"header": 2,
"entries": [
"When you or another creature that can hear you takes damage, you can take a {@variantrule Reaction|XPHB} to grant it {@variantrule Resistance|XPHB} against that damage. In addition, the target gains {@variantrule Resistance|XPHB} to that damage type until the end of the current turn."
]
},
{
"name": "Dimensional Duel",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Barbarian",
"classSource": "XPHB",
"subclassShortName": "Spell Scorned",
"subclassSource": "CthulhuTorchlight",
"level": 14,
"header": 2,
"entries": [
"You always have the {@spell Banishment|XPHB} spell prepared. When you activate your Rage or as a {@variantrule Bonus Action|XPHB} while your Rage is active, you can cast {@spell Banishment|XPHB} without a spell slot or components and while your Rage is active, and your spellcasting ability for it is Strength. You can maintain {@status Concentration|XPHB} while your Rage is active. You can target up to three creatures when you cast {@spell Banishment|XPHB} this way. In addition, you can choose to pursue the creatures you banish. If you do so, the targets you banished don't have the {@condition Incapacitated|XPHB} condition for the spell's duration, and you travel with them to a demiplane. The demiplane is an empty room 30 to 200 feet in each dimension (you choose when you cast the spell) and made of wood or stone (your choice). You must create enough space for you and the targets, or the spell ends. The room is filled with {@variantrule Bright Light|XPHB}. When the spell ends, if you traveled with any targets, you and any dropped objects reappear in the space you left or in the nearest unoccupied space if that space is occupied.",
"You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "College of Drama",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Bard",
"classSource": "XPHB",
"subclassShortName": "Drama",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"All the world's a stage,",
"And all the men and women merely players.",
"They have their exits and their entrances;",
"And one man in his time plays many parts."
],
"from": "William Shakespeare"
}
]
},
"Bards tell tales in a variety of ways. Some sing. Some dance. But it is through art they share the sagas of ancient days. Bards of the College of Drama take a deeper approach to bringing the old stories to life. With a combination of skill and magic, they alter not only their own appearance and voice but that of an entire troupe.",
"By becoming characters from legend, these Bards inspire greatness in those who witness their performances. They rally their allies to impossible feats of perseverance, reminding their friends that the heroes of old faced worse and carried through to victory.",
"Bards who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.",
{
"type": "refSubclassFeature",
"subclassFeature": "Tragic Hero|Bard|XPHB|Drama|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "One Life, Many Roles|Bard|XPHB|Drama|CthulhuTorchlight|3"
}
]
},
{
"name": "One Life, Many Roles",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Bard",
"classSource": "XPHB",
"subclassShortName": "Drama",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You use your magic and dramatic training to step into a role. As a {@variantrule Bonus Action|XPHB}, you can cast {@spell Disguise Self|XPHB} with this feature. If you take on the appearance of a specific creature you can see when you cast {@spell Disguise Self|XPHB} in this way, you can adopt that creature's mannerisms and voice.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Tragic Hero",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Bard",
"classSource": "XPHB",
"subclassShortName": "Drama",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"A great performance sometimes comes at a cost to the artist. If you fail a saving throw, choose other creatures you can see within 60 feet of yourself. Each of the chosen creatures gains a bonus to saving throws equal to your Charisma modifier (minimum of +1) against the same effect that triggered this feature, potentially turning a failure into a success."
]
},
{
"name": "Stage Direction",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Bard",
"classSource": "XPHB",
"subclassShortName": "Drama",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"You gain the ability to direct others as you inspire them, allowing them to make the most of your guidance. When a creature that can see you would normally roll one of your Bardic Inspiration die, don't roll the die; instead use the highest number possible for the die.",
"You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Assemble the Troupe",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Bard",
"classSource": "XPHB",
"subclassShortName": "Drama",
"subclassSource": "CthulhuTorchlight",
"level": 14,
"header": 2,
"entries": [
"When you cast {@spell Disguise Self|XPHB} using your One Life, Many Roles feature, you can target up to six willing creatures you can see within 30 feet of you with the {@spell Disguise Self|XPHB} spell. You choose the appearance each creature takes. While under the effects of the spell cast with this feature, the chosen creatures gain a bonus to Charisma checks equal to your Charisma modifier (minimum of +1)."
]
},
{
"name": "Grand Finale",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Bard",
"classSource": "XPHB",
"subclassShortName": "Drama",
"subclassSource": "CthulhuTorchlight",
"level": 14,
"header": 2,
"entries": [
"You gain the ability to deliver a stirring performance that spurs your companions to mighty deeds. As a Magic action, choose up to two other creatures within 60 feet that can see or hear you. Each of the chosen creatures can immediately take an action this turn.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Apocalypse Domain",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Cleric",
"classSource": "XPHB",
"subclassShortName": "Apocalypse",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Some say the world ends in fire. Others, ice. I'm ready for both."
],
"from": "Endara, Doom's Daughter"
}
]
},
"Few gods embrace the Apocalypse Domain, yet in times of war, disease, or social upheaval, its Clerics appear at the head of grim cults that proclaim the world's imminent demise. Devotes of the Apocalypse Domain are usually apostates and heretics cast from religious orders for their fanatical conviction to the end of all things.",
"The exact origin of their divine power confounds the elders of established religions. Sometimes, these Clerics derive their powers from the gods of fate, doom, or change. More often, though, they seem to draw their power from the collective gloom of a population facing disaster. Perhaps the world's demise is truly imminent, and these visionaries have found some way to tap into the apocalypse as it grows near.",
"{@b Alignment}",
"Consider your alignment and how it dictates your attitude toward the apocalypse. Below are some ideas on how your philosophy shapes your attitudes and religious practices. You can also use this table to determine the nature of your cult.",
{
"type": "table",
"colLabels": [
"Alignment",
"Notes"
],
"colStyles": [
"col-1",
"col-11"
],
"rows": [
[
"Chaotic",
"Each of us faces the apocalypse alone. We must find our own path to making peace with the imminent destruction of all we hold dear. In these end times, laws, traditions, and restrictions mean nothing. We are entitled to live as we see fit."
],
[
"Lawful",
"The apocalypse is at hand, but if you obey the dictates and commandments determined by your order, you have the chance to escape. The gods will preserve those who are worthy, and you will know the worthy by their observance to the proper traditions, rites, and sacrifices."
],
[
"Neutral",
"All things die, including the world. By cataloging the end times, perhaps we can preserve a sliver of our reality for whatever world arises from the ashes. But make no mistake\u2014when the world ends, we will end with it."
],
[
"Evil",
"It isn't enough for the apocalypse to come to the world-we must hasten its appearance by culling those foolish enough to defy it. By doing so, the force behind the coming disaster will welcome us as its instruments and preserve us after we end this world."
],
[
"Good",
"The apocalypse is a cleansing event, one that will see the wickedness of the world washed away in favor of a new order. Our task is to spread knowledge of the righteous path. We must be patient and kind, for few wish to hear our message. But those wise enough to embrace our hymn will join us in the paradise to come."
]
]
},
{
"type": "refSubclassFeature",
"subclassFeature": "Apocalypse Domain Spells|Cleric|XPHB|Apocalypse|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Visions of Annihilation|Cleric|XPHB|Apocalypse|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Doom Song|Cleric|XPHB|Apocalypse|CthulhuTorchlight|3"
}
]
},
{
"name": "Apocalypse Domain Spells",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Cleric",
"classSource": "XPHB",
"subclassShortName": "Apocalypse",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Apocalypse Domain Spells table, you thereafter always have the listed spells prepared.",
{
"type": "table",
"caption": "Apocalypse Domain Spells",
"colLabels": [
"Cleric Level",
"Prepared Spells"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"3",
"{@spell Darkness|XPHB}, {@spell Hellish Rebuke|XPHB}, {@spell Phantasmal Force|XPHB}, {@spell Thunderwave|XPHB}"
],
[
"5",
"{@spell Doom|CthulhuTorchlight}, {@spell Fear|XPHB}"
],
[
"7",
"{@spell Blight|XPHB}, {@spell Ice Storm|XPHB}"
],
[
"9",
"{@spell Antilife Shell|XPHB}, {@spell Insect Plague|XPHB}"
]
]
}
]
},
{
"name": "Doom Song",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Cleric",
"classSource": "XPHB",
"subclassShortName": "Apocalypse",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"You can use your Channel Divinity to hasten a creature's doom. As a {@variantrule Bonus Action|XPHB}, you can expend one use your Channel Divinity to choose a creature you can see within 120 feet of yourself. For 10 minutes, attack rolls against the creature can score a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20}."
]
},
{
"name": "Visions of Annihilation",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Cleric",
"classSource": "XPHB",
"subclassShortName": "Apocalypse",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"You gain the ability to foretell a creature's doom. As a {@variantrule Bonus Action|XPHB}, choose a creature you can see within 120 feet of yourself. Until the start of your next turn, attack rolls against that creature have {@variantrule Advantage|XPHB}.",
"You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "All Will Be Dust",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Cleric",
"classSource": "XPHB",
"subclassShortName": "Apocalypse",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"You can use your Channel Divinity to twist a creature's fate. As a {@variantrule Bonus Action|XPHB}, you can expend one use of your Channel Divinity to choose a creature you can see within 120 feet of yourself. That creature has {@variantrule Disadvantage|XPHB} on the next saving throw it makes against your spells before the end of your next turn."
]
},
{
"name": "Life Beyond Death",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Cleric",
"classSource": "XPHB",
"subclassShortName": "Apocalypse",
"subclassSource": "CthulhuTorchlight",
"level": 17,
"header": 2,
"entries": [
"When you or an ally within 120 feet of you is about to make a {@variantrule Death Saving Throw|XPHB}, you can expend a spell slot (no action required) to heal the target a number of {@variantrule Hit Points|XPHB} equal to ten times the level of the spell slot expended."
]
},
{
"name": "Circle of the Symbiote",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Druid",
"classSource": "XPHB",
"subclassShortName": "Symbiote",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Steel and magic come and go. Nature abides."
],
"from": "Lerex the Justifier"
}
]
},
"Druids typically view themselves as caretakers of the natural world, using their magic to maintain the wild realms. Druids of the Circle of the Symbiote take this a step further. They become part of nature, allowing plants to take root in their flesh and become an integral part of their being.",
"Druids of this circle are sometimes seen as extremists by their brethren. They treat plants and animals as equals, seeing intelligent creatures as no more worthy of respect or protection than other living things. At their most extreme, these Druids wage war against civilization, calling on fang and vine to topple those who would invade the natural world and subvert it.",
"These Druids, owing to their close bonds to the natural world, are drawn to face the horrid invaders of the Cthulhu Mythos. They see themselves as the wild's first line of defense against these abominations.",
{
"type": "table",
"caption": "Symbiote Appearance",
"colLabels": [
"D6 Roll or Choose",
"Symbiote Appearance"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"1",
"Your symbiote wishes to remain hidden. It slides into the folds of your clothes and seeks to avoid detection."
],
[
"2",
"To an observer, your symbiote looks like a flower that you have tucked over your ear or into your hair. However, a closer examination reveals roots that have bored through your skull and into your brain."
],
[
"3",
"Your symbiote lives just under the surface of your skin, forming a spiderweb pattern of roots and vines. Those who observe you for a time can see these roots shifting and moving."
],
[
"4",
"Your symbiote has replaced your hair, leaving you with a flowing mass of vines spilling to your shoulders. During the winter, the tendrils wither to a dull brown color. In the summer, they burst with colorful blooms."
],
[
"5",
"Your symbiote has replaced a limb, forming a sinuous tangle of woody roots woven like rope. This limb is as strong and flexible as your original, but it places some strange demands on you. Instead of drinking, you must dip your limb in water to slake your thirst."
],
[
"6",
"Your symbiote grows deep within your chest, its vines looping between your organs and reaching to touch beneath your skin. Short, sharp thorns stud parts of your body. To sustain your symbiote, you must skewer chunks of raw flesh on these thorns. Your symbiote draws nutrients from this meat."
]
]
},
{
"type": "refSubclassFeature",
"subclassFeature": "Circle of the Symbiote Spells|Druid|XPHB|Symbiote|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Primal Symbiote|Druid|XPHB|Symbiote|CthulhuTorchlight|3"
}
]
},
{
"name": "Circle of the Symbiote Spells",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Druid",
"classSource": "XPHB",
"subclassShortName": "Symbiote",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"When you reach a Druid level specified in the Circle of the Symbiote Spells table, you thereafter always have the listed spells prepared.",
{
"type": "table",
"caption": "Circle of the Symbiote Spells",
"colLabels": [
"Druid Level",
"Circle Spells"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"3",
"{@spell Barkskin}, {@spell Entangle}, {@spell Guidance}"
],
[
"5",
"{@spell Plant Growth}"
],
[
"7",
"{@spell Hallucinatory Terrain}"
],
[
"9",
"{@spell Tree Stride}"
]
]
}
]
},
{
"name": "Primal Symbiote",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Druid",
"classSource": "XPHB",
"subclassShortName": "Symbiote",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"Vines and roots grow across your body, forming a symbiotic network. As it draws physical and magical nourishment from you, the symbiote grants you a number of benefits.",
{
"type": "entries",
"name": "Fortifying Presence",
"entries": [
"You have {@variantrule Advantage|XPHB} on Constitution saving throws that you make to maintain {@status Concentration|XPHB}."
]
},
{
"type": "entries",
"name": "Symbiotic Transformation",
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can expend one use of Wild Shape to allow your symbiote to transform you into a plant-like brute as fibrous plates and vines cover your skin. For 1 minute, you gain a +2 bonus to AC, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to 2 plus half your Druid level (round down) at the start of each of your turns, and you gain {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks."
]
}
]
},
{
"name": "Symbiotic Reflexes",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Druid",
"classSource": "XPHB",
"subclassShortName": "Symbiote",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"Your plant symbiote empowers you. You always have the {@spell Haste|XPHB} spell prepared. Once per active Symbiotic Transformation, you can cast {@spell Haste|XPHB} on yourself without a spell slot or components."
]
},
{
"name": "Survival Instinct",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Druid",
"classSource": "XPHB",
"subclassShortName": "Symbiote",
"subclassSource": "CthulhuTorchlight",
"level": 10,
"header": 2,
"entries": [
"While you are in mortal peril, your symbiote can attempt to move you to safety. While you have the {@condition Incapacitated|XPHB} condition, you can take the {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Dodge|XPHB} action, and you retain the benefits of the {@action Dodge|XPHB} action while you have the {@condition Incapacitated|XPHB} condition."
]
},
{
"name": "Surge of Sustenance",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Druid",
"classSource": "XPHB",
"subclassShortName": "Symbiote",
"subclassSource": "CthulhuTorchlight",
"level": 14,
"header": 2,
"entries": [
"As a {@action Magic|XPHB} action, you can expend one use of Wild Shape to grant the benefits of finishing a {@variantrule Short Rest|XPHB} to yourself or a creature you touch.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Hero",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Fighter",
"classSource": "XPHB",
"subclassShortName": "Hero",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"In times as dark as these, all it takes is one spark to bring back the light."
],
"from": "Hector Arghast, Champion of Ten Banners"
}
]
},
"Entities of the Cthulhu Mythos are terrifyingly implacable and utterly inhuman. While those traits often make such creatures unbeatable, their inability to understand humanity's capabilities can prove their undoing. Heroes are Fighters who bring out the best in humanity. They are the beacons of hope rallying commoners against a shared threat. While their blades are deadly to their enemies, their words are encouragement to their allies, and their unflappable demeanor allows their companions to find the courage and strength they never knew they had.",
{
"type": "refSubclassFeature",
"subclassFeature": "Bolstering Presence|Fighter|XPHB|Hero|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Heroic Effort|Fighter|XPHB|Hero|CthulhuTorchlight|3"
}
]
},
{
"name": "Bolstering Presence",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Fighter",
"classSource": "XPHB",
"subclassShortName": "Hero",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"At the start of your turn, you can bolster your allies (no action required). Creatures of your choice within 30 feet of you that can see or hear you regain a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d6} plus half your Fighter level (rounded down). You can't use this feature if you have the {@condition Incapacitated|XPHB} condition.",
"You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Heroic Effort",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Fighter",
"classSource": "XPHB",
"subclassShortName": "Hero",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You can seize the moment and turn the tide. You can take a {@variantrule Reaction|XPHB} at the end of a creature's turn to move up to your {@variantrule Speed|XPHB} and make one attack with a weapon or {@variantrule Unarmed Strike|XPHB}. Then one ally of your choice within 30 feet of you that can see or hear you can also move up to its {@variantrule Speed|XPHB} and make one attack with a weapon or {@variantrule Unarmed Strike|XPHB} using its {@variantrule Reaction|XPHB}.",
"You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Lead by Example",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Fighter",
"classSource": "XPHB",
"subclassShortName": "Hero",
"subclassSource": "CthulhuTorchlight",
"level": 7,
"header": 2,
"entries": [
"If you are {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, or {@condition Poisoned|XPHB} when you use your Heroic Effort feature, the condition ends on you. In addition, if the ally you target with Heroic Effort is {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, or {@condition Poisoned|XPHB}, the condition ends on it."
]
},
{
"name": "Inspiring Presence",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Fighter",
"classSource": "XPHB",
"subclassShortName": "Hero",
"subclassSource": "CthulhuTorchlight",
"level": 10,
"header": 2,
"entries": [
"When you use your Bolstering Presence feature, each of the chosen creatures gains a bonus to {@variantrule D20 Test|XPHB|D20 Tests} and damage rolls equal to your Charisma modifier (minimum of +1) until the end of your next turn."
]
},
{
"name": "Durable Presence",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Fighter",
"classSource": "XPHB",
"subclassShortName": "Hero",
"subclassSource": "CthulhuTorchlight",
"level": 15,
"header": 2,
"entries": [
"You now regain all expended uses of your Bolstering Presence feature when you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Mighty Effort",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Fighter",
"classSource": "XPHB",
"subclassShortName": "Hero",
"subclassSource": "CthulhuTorchlight",
"level": 18,
"header": 2,
"entries": [
"When you use your Heroic Effort feature, you can now target up to two additional creatures, instead of only one."
]
},
{
"name": "Warrior of Cosmic Balance",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Monk",
"classSource": "XPHB",
"subclassShortName": "Cosmic Balance",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"When the cosmos spins out of alignment, my job is to kick it back into place. Literally."
],
"from": "Sheresa, Acolyte of the Vast"
}
]
},
"Warriors of the Cosmic Balance watch the mystic paths of the world, the dimensional portals and arcane gates. And where eldrtich horrors seek to intrude upon the world, these warriors stand waiting. They are trained to use their inner power to purge even the strongest afflictions, and their merest touch can send the mightiest abominations back to the horrid pits that spawned them.",
{
"type": "refSubclassFeature",
"subclassFeature": "Guardian of the Way Technique|Monk|XPHB|Cosmic Balance|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Seeker|Monk|XPHB|Cosmic Balance|CthulhuTorchlight|3"
}
]
},
{
"name": "Guardian of the Way Technique",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Monk",
"classSource": "XPHB",
"subclassShortName": "Cosmic Balance",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You have studied alien creatures and learned to disrupt the foul energies that course through them. Once per turn when you make an {@variantrule Unarmed Strike|XPHB} with Flurry of Blows and deal damage, you can cause one of the following effects:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Anchoring Strike",
"entries": [
"Until the end of your next turn, the target can't teleport or use planar travel, including, entering an extradimensional space or demiplane."
]
},
{
"type": "item",
"name": "Banishing Strike",
"entries": [
"The target teleports up to 15 feet to an unoccupied space you can see."
]
}
]
}
]
},
{
"name": "Seeker",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Monk",
"classSource": "XPHB",
"subclassShortName": "Cosmic Balance",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You always have the {@spell Detect Magic|XPHB} and {@spell Comprehend Languages|XPHB} spells prepared. With this feature, you can cast one of the spells without a spell slot or components, and your spellcasting ability for it is Wisdom.",
"Once you cast the spell with this feature, you can't do so in this way again until you finish a {@variantrule Long Rest|XPHB} unless you expend 1 Focus Point (no action required) to restore your use of it."
]
},
{
"name": "Warden of Harmony",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Monk",
"classSource": "XPHB",
"subclassShortName": "Cosmic Balance",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"When a creature within 60 feet of you attempts to teleport, you can take a {@variantrule Reaction|XPHB} and spend 1 Focus Point to prevent the teleportation."
]
},
{
"name": "Cosmic Restoration",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Monk",
"classSource": "XPHB",
"subclassShortName": "Cosmic Balance",
"subclassSource": "CthulhuTorchlight",
"level": 11,
"header": 2,
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can touch a willing creature (which could be yourself) and choose one of the following options.",
{
"type": "entries",
"name": "Dispelling Touch",
"entries": [
"You end all spells of your choice currently affecting the target."
]
},
{
"type": "entries",
"name": "Purging Touch",
"entries": [
"You remove one of the following conditions from the target: {@condition Blinded|XPHB}, {@condition Charmed|XPHB}, {@condition Deafened|XPHB}, {@condition Exhaustion|XPHB} (decreases by 1), {@condition Frightened|XPHB}, {@condition Paralyzed|XPHB}, {@condition Petrified|XPHB}, {@condition Poisoned|XPHB}, or {@condition Stunned|XPHB}.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}. You can also restore your use of it by expending 4 Focus Points (no action required)."
]
}
]
},
{
"name": "Ward the Profane",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Monk",
"classSource": "XPHB",
"subclassShortName": "Cosmic Balance",
"subclassSource": "CthulhuTorchlight",
"level": 17,
"header": 2,
"entries": [
"Once per turn when you hit a creature with an {@variantrule Unarmed Strike|XPHB}, you can expend 3 Focus Points to cast {@spell Banishment|XPHB} targeting that creature. Wisdom is your spellcasting ability for it."
]
},
{
"name": "Defensive Intervention",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"When a creature you can see hits another creature within 30 feet of you with an attack roll, you can take a {@variantrule Reaction|XPHB} and expend one use of your Channel Divinity to teleport up to 30 feet to an unoccupied space within range of the triggering attack and become the target of the attack."
]
},
{
"name": "Marking Strike",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"When you hit a creature with an attack roll using a weapon, you can forgo using that weapon's mastery property to mark the target until the end of your next turn. This effect ends early if you have the {@condition Incapacitated|XPHB} condition or if someone else marks the creature. A marked creature has {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you, and it must spend 2 feet of movement for every 1 foot it moves when moving away from you."
]
},
{
"name": "Oath of the Guardian",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"The first step to killing an eldritch horror: don't die."
],
"from": "Miranda of the Unbroken Shield"
}
]
},
"These Paladins serve as protectors of the common folk and guards against rampaging monsters. Those who embrace this oath range from itinerant Paladins who single-handedly defend towns on the borderlands to elite groups of knights tasked with protecting the cardinals of a religious order.",
{
"type": "entries",
"name": "Tenets of the Guardian",
"entries": [
"Like any Paladin oath, the ethos embraced by specific Paladins or the order they belong to shapes their beliefs. Listed below are sample tenets for the various alignments. Create your specific tenets by picking up to four ideals that capture your views.",
"{@b Tenets of Chaos}",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"name": "Affinity",
"type": "item",
"entries": [
"You protect and help those you feel meet your personal standards."
]
},
{
"name": "Beauty",
"type": "item",
"entries": [
"Violence is nihilistic; protect the beautiful and precious instead."
]
},
{
"name": "Freedom",
"type": "item",
"entries": [
"Tyrants use violence to oppress. You deny that power."
]
}
]
},
"{@b Tenets of Evil}",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"name": "Dominance",
"type": "item",
"entries": [
"Let others believe you protect them so you can rule them."
]
},
{
"name": "Opportunism",
"type": "item",
"entries": [
"Protect others while it profits you. Strike when they weaken."
]
},
{
"name": "Profit",
"type": "item",
"entries": [
"Guard the wealthy as long as they pay. Join the mob when they fall."
]
}
]
},
"{@b Tenets of Good}",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"name": "Courage",
"type": "item",
"entries": [
"Stand firm in the face of danger."
]
},
{
"name": "Sacrifice",
"type": "item",
"entries": [
"Suffer for others so they may flourish."
]
},
{
"name": "Service",
"type": "item",
"entries": [
"Use your strength to serve those who need help most."
]
}
]
},
"{@b Tenets of Law}",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"name": "Fidelity",
"type": "item",
"entries": [
"Keep your oath above all."
]
},
{
"name": "Protection",
"type": "item",
"entries": [
"Guard civilization to preserve order."
]
},
{
"name": "Service",
"type": "item",
"entries": [
"Follow your code to protect others, even in complex duties."
]
}
]
}
]
},
{
"type": "refSubclassFeature",
"subclassFeature": "Oath of the Guardian Spells|Paladin|XPHB|Guardian|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Defensive Intervention|Paladin|XPHB|Guardian|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Marking Strike|Paladin|XPHB|Guardian|CthulhuTorchlight|3"
}
]
},
{
"name": "Oath of the Guardian Spells",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Guardian Spells table, you thereafter always have the listed spells prepared.",
{
"type": "table",
"caption": "Oath of the Guardian Spells",
"colLabels": [
"Paladin Level",
"Spells"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"3",
"{@spell Alarm|XPHB}, {@spell Shield of Faith|XPHB}"
],
[
"5",
"{@spell Lesser Restoration|XPHB}, {@spell Warding Bond|XPHB}"
],
[
"9",
"{@spell Beacon of Hope|XPHB}, {@spell Protection from Energy|XPHB}"
],
[
"13",
"{@spell Death Ward|XPHB}, {@spell Guardian of Faith|XPHB}"
],
[
"17",
"{@spell Greater Restoration|XPHB}, {@spell Raise Dead|XPHB}"
]
]
}
]
},
{
"name": "Guarding Presence",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 7,
"header": 2,
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you can choose creatures within 5 feet of yourself, up to a number of creatures equal to your Charisma modifier (minimum of one creature). Each of the chosen creatures can use your AC instead of its own AC as long as it remains within 5 feet of you or until you have the {@condition Incapacitated|XPHB} condition."
]
},
{
"name": "Inspiring Defense",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 7,
"header": 2,
"entries": [
"You can attack twice instead of once whenever you make an {@action Opportunity Attack|XPHB} action. In addition, creatures of your choice under the effects of your Guarding Presence can attack twice instead of once whenever they make an {@action Opportunity Attack|XPHB}."
]
},
{
"name": "Ward of the Guardian",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 15,
"header": 2,
"entries": [
"When a creature marked by you that you can see reduces an ally to 0 {@variantrule Hit Points|XPHB} and doesn't kill the ally outright, you can take a {@variantrule Reaction|XPHB} to have the ally drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead. If you do so, the ally can immediately take a {@variantrule Reaction|XPHB} to make a melee attack against the marked creature if it's within reach.",
"You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Guardian Angel",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Paladin",
"classSource": "XPHB",
"subclassShortName": "Guardian",
"subclassSource": "CthulhuTorchlight",
"level": 20,
"header": 2,
"entries": [
"As a {@variantrule Bonus Action|XPHB}, you become a living bastion of defense, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again until you finish a long rest. You can also restore your use of it by expending a level 5 spell slot (no action required).",
{
"type": "entries",
"name": "Walking Bastion",
"entries": [
"Your Guarding Presence becomes a 100-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. Creatures of your choice within the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} can use your AC."
]
},
{
"type": "entries",
"name": "Endless Divinity",
"entries": [
"On each of your turns, if you have no uses of Channel Divinity left, you can give yourself one use."
]
},
{
"type": "entries",
"name": "Supreme Punishment",
"entries": [
"You can use Ward of the Guardian without taking a {@variantrule Reaction|XPHB} once each round. When you do so, you can't use it this way again until the start of your next turn."
]
}
]
},
{
"name": "Coordinated Tactics",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Ranger",
"classSource": "XPHB",
"subclassShortName": "Trail Warden",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"You have an innate understanding of coordinating teamwork. It is represented by your Teamwork Die, which is used in the powers you have from this subclass. The Teamwork Die table shows the die size when you reach certain Ranger levels.",
"At the start of your turn, roll your Teamwork Die and use that result for it until the start of your next turn when you reroll it.",
{
"type": "entries",
"name": "Coordinated Strikes",
"entries": [
"When another creature you can see hits a target with an attack roll, you can take a {@variantrule Reaction|XPHB} to roll your Teamwork Die and add the number rolled to the attack's damage against the target. The damage is of the same type dealt by the original attack."
]
},
{
"type": "entries",
"name": "Coordinated Tactics",
"entries": [
"You grant your allies the ability to harmonize their positions on the battlefield. At the start of your turn, after you roll your Teamwork Die you can choose any number of willing creatures within 60 feet of you that can see you. Each of the chosen creatures can take a {@variantrule Reaction|XPHB} to move up to a number of feet equal to 5 times the number rolled or up to its {@variantrule Speed|XPHB}, whichever is lower. This movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks} and ignores {@variantrule Difficult Terrain|XPHB}."
]
},
{
"type": "table",
"colLabels": [
"Ranger Level",
"Teamwork Die"
],
"colStyles": [
"col-1",
"col-1"
],
"rows": [
[
"3",
"D6"
],
[
"11",
"D8"
],
[
"17",
"D10"
]
]
}
]
},
{
"name": "Lead the Way",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Ranger",
"classSource": "XPHB",
"subclassShortName": "Trail Warden",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"When you make an ability check with a skill proficiency in which you have {@variantrule Expertise|XPHB} and succeed, you can choose other creatures within 60 feet of yourself. Until the start of your next turn, each of the chosen creatures gains a bonus to the same check equal to a roll of your Teamwork Die."
]
},
{
"name": "Trail Warden",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Ranger",
"classSource": "XPHB",
"subclassShortName": "Trail Warden",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Wanting to become a hero is a noble aim, but no one remembers the guy who died of dysentery on his way to the dungeon."
],
"from": "Hilda Farwander"
}
]
},
"Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren't mere bodyguards or tour guides. Trail Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization's protective grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.",
"Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.",
{
"type": "refSubclassFeature",
"subclassFeature": "Trail Warden Spells|Ranger|XPHB|Trail Warden|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Coordinated Tactics|Ranger|XPHB|Trail Warden|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Lead the Way|Ranger|XPHB|Trail Warden|CthulhuTorchlight|3"
}
]
},
{
"name": "Trail Warden Spells",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Ranger",
"classSource": "XPHB",
"subclassShortName": "Trail Warden",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
"When you reach a Ranger level specified in the Trailwarden Spells table, you thereafter always have the listed spells prepared.",
{
"type": "table",
"caption": "Trail Warden Spells",
"colLabels": [
"Ranger Level",
"Spells"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"3rd",
"{@spell Goodberry|XPHB}"
],
[
"5th",
"{@spell Pass Without Trace|XPHB}"
],
[
"9th",
"{@spell Spirit Guardians|XPHB}"
],
[
"13th",
"{@spell Guardian of Faith|XPHB}"
],
[
"17th",
"{@spell Mass Cure Wounds|XPHB}"
]
]
}
]
},
{
"name": "Tactical Assault",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Ranger",
"classSource": "XPHB",
"subclassShortName": "Trail Warden",
"subclassSource": "CthulhuTorchlight",
"level": 7,
"header": 2,
"entries": [
"Your ability to direct the movement and attacks of your allies improves.",
"Each ally you choose with your Coordinate Tactics feature that can see or hear you gains one of the following benefits of their choice.",
{
"type": "entries",
"name": "Guardian Maneuver",
"entries": [
"Until the start of your next turn, the first time the ally takes damage, they can reduce the damage taken by the number rolled on your Teamwork Die."
]
},
{
"type": "entries",
"name": "Recon Maneuver",
"entries": [
"When an ally takes a {@variantrule Reaction|XPHB} to move, it can take the {@action Hide|XPHB} action as part of that {@variantrule Reaction|XPHB}. It gains a bonus to the Dexterity ({@skill Stealth|XPHB}) check equal to the number rolled on your Teamwork Die."
]
}
]
},
{
"name": "Coordinated Effort",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Ranger",
"classSource": "XPHB",
"subclassShortName": "Trail Warden",
"subclassSource": "CthulhuTorchlight",
"level": 11,
"header": 2,
"entries": [
"When you roll {@variantrule Initiative|XPHB}, you can roll your Teamwork Die if you don't have the {@condition Incapacitated|XPHB} condition; you and each ally within 30 feet of you that can see or hear you gains a bonus to {@variantrule Initiative|XPHB} equal to the number rolled."
]
},
{
"name": "Group Assault",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Ranger",
"classSource": "XPHB",
"subclassShortName": "Trail Warden",
"subclassSource": "CthulhuTorchlight",
"level": 15,
"header": 2,
"entries": [
"You coordinate your allies in their attacks against a powerful foe. If you take the {@action Attack|XPHB} action and each attack you make is against the same target, you can choose other creatures within 60 feet of yourself. Each of the chosen creatures gains a bonus to one attack roll and damage roll equal to the number rolled on your Teamwork Die against the same target."
]
},
{
"name": "Shadow Stalker",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Rogue",
"classSource": "XPHB",
"subclassShortName": "Shadow Stalker",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Some folk keep to the shadows. I bring them with me wherever I go."
],
"from": "Kulden"
}
]
},
"Rogues are at home in the shadows, slipping into the darkness to evade their enemies, strike down unsuspecting foes, or carry off great treasures. Some Rogues feel a strange presence when they slip into the darkness, whispers at the edge of their hearing.",
"These Rogues hear the call of the shadow, and they are fated to become bound. The darkness can sense a void in a creature's heart, a yearning that can never be filled. Or perhaps it can. The shadows reach out with a simple offer: yield something of your past and open a path to a future where your empty heart is filled. Those who hear this offer are doomed to accept it, and they are doomed to regret it. Yet, the shadow chooses its partners carefully, knowing that those marked for its bargain can't resist.",
{
"type": "refSubclassFeature",
"subclassFeature": "Shadowy Reflection|Rogue|XPHB|Shadow Stalker|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Shadow Motes|Rogue|XPHB|Shadow Stalker|CthulhuTorchlight|3"
}
]
},
{
"name": "Shadow Motes",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Rogue",
"classSource": "XPHB",
"subclassShortName": "Shadow Stalker",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You have the power to control shadows, which is represented by your Shadow Motes. You can expend these motes to enhance or fuel certain Shadow Stalker features. You have an amount of motes equal to your Rogue level. You start knowing three such features: Shadow Scout, Shadow Swap, and Vexing Shadow, each of which is detailed below. When you expend a Shadow Mote, it is unavailable until you finish a {@variantrule Long Rest|XPHB}, at the end of which you regain all your expended motes. You also regain 1 expended Shadow Mote when you reduce a {@variantrule Hostile [Attitude]|XPHB|Hostile} creature to 0 {@variantrule Hit Points|XPHB}.",
{
"type": "entries",
"name": "Shadow Scout",
"entries": [
"As a {@action Magic|XPHB} action, you can expend 1 Shadow Mote to project your senses through your Shadowy Reflection. For 1 minute, you can see and hear through it as if you were located where it is, and you can move it up to 120 feet away from you. This effect ends early if you take any damage or if you have the {@condition Incapacitated|XPHB} condition."
]
},
{
"type": "entries",
"name": "Shadow Swap",
"entries": [
"When you use your Cunning Action feature, as part of that {@variantrule Bonus Action|XPHB}, you can expend 1 Shadow Mote to swap places with your Shadowy Reflection. You teleport to its space, and it teleports to your space. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to the number of feet you are moved."
]
},
{
"type": "entries",
"name": "Vexing Shadow",
"entries": [
"Immediately after you hit a creature with an attack roll using a weapon and your Shadowy Reflection is within 5 feet of that creature, you can expend 1 Shadow Mote to gain the {@condition Invisible|XPHB} condition against that creature until the end of your next turn."
]
}
]
},
{
"name": "Shadowy Reflection",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Rogue",
"classSource": "XPHB",
"subclassShortName": "Shadow Stalker",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"As a {@action Magic|XPHB} action, you expel your shadow from your side and command its actions. It appears in an unoccupied space within 5 feet of you and is your size. The Shadowy Reflection can manipulate an object, open an unlocked door or container, stow or retrieve an unattended item, or pour out a vial. As a Magic action on your later turns or as part of the {@variantrule Bonus Action|XPHB} when you use your Cunning Action feature, you can control your shadow again. You can move your shadow up to your {@variantrule Speed|XPHB}. The shadow can't attack, active magic items, or carry more than 10 pounds. Your shadow disappears when it takes any damage, is the target of any effect, or if you have the {@condition Incapacitated|XPHB} condition."
]
},
{
"name": "Shadowed Succor",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Rogue",
"classSource": "XPHB",
"subclassShortName": "Shadow Stalker",
"subclassSource": "CthulhuTorchlight",
"level": 9,
"header": 2,
"entries": [
"You can weave shadows to intercept an attack and direct it harmlessly into a void of darkness. When you use your Uncanny Dodge feature, you can reduce the attack's damage against you to 0.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Shadow Gate",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Rogue",
"classSource": "XPHB",
"subclassShortName": "Shadow Stalker",
"subclassSource": "CthulhuTorchlight",
"level": 13,
"header": 2,
"entries": [
"Your Shadowy Reflection can create an umbral pathway that you and your companions can use. As a {@variantrule Bonus Action|XPHB} while your Shadowy Reflection is within 5 feet of you, you can expend 4 Shadow Motes to cast {@spell Dimension Door|XPHB}. Intelligence is your spellcasting ability for it. Your Shadowy Reflection can travel through the spell."
]
},
{
"name": "True Shadow",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Rogue",
"classSource": "XPHB",
"subclassShortName": "Shadow Stalker",
"subclassSource": "CthulhuTorchlight",
"level": 17,
"header": 2,
"entries": [
"Your Shadowy Reflection gains the ability to become a deadly clone of you. As a {@variantrule Bonus Action|XPHB}, your Shadowy Reflection transforms into an exact duplicate of you.",
"For 1 hour, your Shadowy Reflection becomes substantial, and you can have it take the {@action Attack|XPHB}, {@action Hide|XPHB}, or {@action Utilize|XPHB} action by controlling it with your Shadowy Reflection feature. Its {@action Attack|XPHB} action uses your game statistics, including class features, feats, and weapons. It vanishes when reduced to 0 {@variantrule Hit Points|XPHB}.",
"When you make an attack roll against a creature within 5 feet of the duplicate, the attack roll has {@variantrule Advantage|XPHB}.",
"Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Hungering Dark",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Sorcerer",
"classSource": "XPHB",
"subclassShortName": "Hungering Dark",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"When you tell us to fear the dark, it isn't to protect us, but to keep us under control."
],
"from": "Veldeth, Scion of Midnight"
}
]
},
"When Sorcerers first manifest their abilities, they sometimes describe the experience as a slumbering portion of their identity awakening, a sudden understanding of their true nature.",
"Other Sorcerers aren't so fortunate. The magic within claws at their souls and pushes at their mind. It is like a hungry beast, always ravenous, never satisfied despite desperate efforts. These poor spellcasters are living gateways to a realm of darkness and gloom, a place said to serve as the source of all undead.",
"Sorcerers of the Hungering Dark are conflicted victims of their own power. They wield mighty spells, but, by using their magic, they create a bridge that allows horrid creatures to step into this world, even if for only a moment.",
{
"type": "refSubclassFeature",
"subclassFeature": "Innate Darkness Spells|Sorcerer|XPHB|Hungering Dark|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Shadowed Soul|Sorcerer|XPHB|Hungering Dark|CthulhuTorchlight|3"
}
]
},
{
"name": "Innate Darkness Spells",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Sorcerer",
"classSource": "XPHB",
"subclassShortName": "Hungering Dark",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"When you reach a Sorcerer level specified in the Innate Darkness Spells table, you thereafter always have the listed spells prepared.",
{
"type": "table",
"caption": "Innate Darkness Spells",
"colLabels": [
"Sorcerer Level",
"Spells"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"3",
"{@spell Confounding Shadows|CthulhuTorchlight}, {@spell Darkness|XPHB}, {@spell Tide of Darkness|CthulhuTorchlight}, {@spell Umbral Tendril|CthulhuTorchlight}"
],
[
"5",
"{@spell Fear|XPHB}, {@spell Shadowy Eruption|CthulhuTorchlight}"
],
[
"7",
"{@spell Evard's Black Tentacles|XPHB|Black Tentacles}, {@spell Greater Invisibility|XPHB}"
],
[
"9",
"{@spell Mislead|XPHB}, {@spell Summon Shadow|CthulhuTorchlight}"
]
]
}
]
},
{
"name": "Shadowed Soul",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Sorcerer",
"classSource": "XPHB",
"subclassShortName": "Hungering Dark",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"The darkness within allows you to push away the light. You gain {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet. In addition, you can see through any magical {@variantrule Darkness|XPHB} you create with your Innate Darkness feature, unless you have the {@condition Blinded|XPHB} or {@condition Incapacitated|XPHB} condition."
]
},
{
"name": "Friends to Darkness",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Sorcerer",
"classSource": "XPHB",
"subclassShortName": "Hungering Dark",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"When you cast any spell from your Innate Darkness feaure, you can choose a number creatures up to your Charisma modifier (minimum of one creature). A chosen creature can see through any magical {@variantrule Darkness|XPHB} you create for 1 minute."
]
},
{
"name": "Pure Darkness",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Sorcerer",
"classSource": "XPHB",
"subclassShortName": "Hungering Dark",
"subclassSource": "CthulhuTorchlight",
"level": 14,
"header": 2,
"entries": [
"When you cast any spell from your Innate Darkness feature that creates an area of {@variantrule Darkness|XPHB}, {@sense Darkvision|XPHB} and {@sense Blindsight|XPHB} can't see within the area of the spell."
]
},
{
"name": "One with Darkness",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Sorcerer",
"classSource": "XPHB",
"subclassShortName": "Hungering Dark",
"subclassSource": "CthulhuTorchlight",
"level": 18,
"header": 2,
"entries": [
"The darkness within you roils with hunger and transforms you. You exist in a shadowy state between reality and darkness. On your turn, you have the {@condition Invisible|XPHB} condition and can't be perceived by {@sense Truesight|XPHB} or {@sense Blindsight|XPHB}. You can teleport up to 30 feet to an unoccupied space you can see but only if you haven't moved during this turn, and after you use it, your {@variantrule Speed|XPHB} is 0 until the end of the current turn."
]
},
{
"name": "Exalted Assembly of the Feline Court",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Warlock",
"classSource": "XPHB",
"subclassShortName": "Feline Court",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"If man could be crossed with a cat, it would improve man but deteriorate the cat."
],
"from": "Mark Twain"
}
]
},
"The entities of the Cthulhu Mythos have many enemies. Not all who learn of these terrible creatures fall victim to their promises of forbidden power. Across the cosmos, a grand conspiracy consisting of the most unlikely of creatures.",
"A court of intelligent house cats seek to protect the world from the Mythos. Hailing from across planes, worlds, and planets, they use magic and manipulation to ensure that their centuries of work domesticating humans remains uninterrupted. For all their skill at providing food, warmth, and shelter, humans are all too prone to corruption, meddling in powers far beyond their grasp. All it takes is one fool with a forbidden book and generations of work crumbles as yet another human civilization falls to dust.",
"The Exalted Assembly of the Feline Court coordinates efforts to sustain and protect their servants. They forge magical pact with those who show the right mix of cunning, bravery, and etiquette.",
{
"type": "refSubclassFeature",
"subclassFeature": "Feline Spells|Warlock|XPHB|Feline Court|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Feline Affinity|Warlock|XPHB|Feline Court|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Feline Form|Warlock|XPHB|Feline Court|CthulhuTorchlight|3"
}
]
},
{
"name": "Feline Affinity",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Warlock",
"classSource": "XPHB",
"subclassShortName": "Feline Court",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You gain the ability to speak with the world's true nobility. You can cast {@spell Speak with Animals|XPHB} without expending a spell slot. When you cast the spell this way, the only Beasts you can verbally communicate with are cats, though most cats are reluctant to converse with a creature as simple as you."
]
},
{
"name": "Feline Form",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Warlock",
"classSource": "XPHB",
"subclassShortName": "Feline Court",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"Your patron takes pity on you and gives you the ability to adopt a superior, more pleasing form. As a {@variantrule Bonus Action|XPHB}, you shape-shift into a Cat, a Tiny Beast. You stay in that form for a number of hours equal to half your Warlock level (rounded down) or until you use this feature again, have the {@condition Incapacitated|XPHB} condition, or die. You can also leave the form early as a {@variantrule Bonus Action|XPHB}. While in this form, you retain your personality, memories, and ability to speak, and the following rules apply:",
{
"type": "entries",
"name": "Game Statistics",
"entries": [
"Your game statistics are replaced by the Beast's stat block, but you retain your creature type; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your {@variantrule Proficiency|XPHB|Proficiency Bonus} for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block."
]
},
{
"type": "entries",
"name": "Spellcasting",
"entries": [
"While in your cat form, you can only casts spells that are on your Feline Spells feature. You can cast these spells without needing Material components. In addition, if you have the {@condition Invisible|XPHB} condition from the {@action Hide|XPHB} action and cast a spell that doesn't target a {@variantrule Hostile [Attitude]|XPHB|Hostile} creature, you retain the {@condition Invisible|XPHB} condition. Shapeshifting doesn't break your {@status Concentration|XPHB} or otherwise interfere with a spell you've already cast."
]
},
{
"type": "entries",
"name": "Equipment",
"entries": [
"You choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for your Tiny Beast form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form."
]
},
"You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Feline Spells",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Warlock",
"classSource": "XPHB",
"subclassShortName": "Feline Court",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Feline Spells table, you thereafter always have the listed spells prepared.",
{
"type": "table",
"caption": "Feline Spells",
"colLabels": [
"Warlock Level",
"Spells"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"3",
"{@spell Animal Friendship|XPHB}, {@spell Cat's Spring|CthulhuTorchlight}, {@spell Feather Fall|XPHB}, {@spell Feline Grace|CthulhuTorchlight}, {@spell Misty Step|XPHB}, {@spell Speak with Animals|XPHB}"
],
[
"5",
"{@spell Haste|XPHB}, {@spell Phantom Panther|CthulhuTorchlight}"
],
[
"7",
"{@spell Freedom of Movement|XPHB}, {@spell Dimension Door|XPHB}"
],
[
"9",
"{@spell Feline Chaos|CthulhuTorchlight}, {@spell Telekinesis|XPHB}"
]
]
}
]
},
{
"name": "Vexing Distraction",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Warlock",
"classSource": "XPHB",
"subclassShortName": "Feline Court",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"While in your cat form, you can pass off the most destructive, distracting, and irritating behavior as cute or even adorable.",
"As a {@variantrule Bonus Action|XPHB} while in your cat form, choose a creature within 5 feet of you that can see and hear you. The target must succeed on a Wisdom save against your spell save DC or be affected by one of the following effects of your choice:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Annoy",
"entries": [
"The target has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests} until the end of your next turn."
]
},
{
"type": "item",
"name": "Confound",
"entries": [
"The target's {@variantrule Speed|XPHB} is reduced to 0 until the end of your next turn."
]
},
{
"type": "item",
"name": "Distract",
"entries": [
"A creature of your choice has {@variantrule Cover|XPHB|Total Cover} against the target until the end of the chosen creature's next turn."
]
}
]
},
"You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Nine Lives",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Warlock",
"classSource": "XPHB",
"subclassShortName": "Feline Court",
"subclassSource": "CthulhuTorchlight",
"level": 10,
"header": 2,
"entries": [
"You are gifted with an almost inexplicable ability to survive dangerous situations. You have Nine Lives, which can be expended in the following ways:",
{
"type": "list",
"items": [
"If you take damage while you have 0 {@variantrule Hit Points|XPHB}, you can expend 1 life to not suffer a {@variantrule Death Saving Throw|XPHB} failure. If the damage is from a {@variantrule Critical Hit|XPHB}, you must expend 2 lives to not suffer {@variantrule Death Saving Throw|XPHB} failures.",
"If you are forced to make a {@variantrule Death Saving Throw|XPHB}, you can expend 1 life to cause yourself to succeed instead.",
"If you are forced to make a {@variantrule Death Saving Throw|XPHB}, you can expend 5 lives to turn the roll into a 20.",
"If you would die from massive damage, you can expend 1 life to be reduced to 0 {@variantrule Hit Points|XPHB} instead of being killed outright.",
"When you are reduced to 0 {@variantrule Hit Points|XPHB} and not killed outright, you can expend 1 life to drop to 1 {@variantrule Hit Points|XPHB|Hit Point} instead.",
"If you are targeted with an effect that causes instant death, such as a {@spell Power Word Kill|XPHB} spell, you can expend 9 lives to ignore the effect."
]
},
"You regain all expended lives when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"name": "Summon the Courtiers",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Warlock",
"classSource": "XPHB",
"subclassShortName": "Feline Court",
"subclassSource": "CthulhuTorchlight",
"level": 14,
"header": 2,
"entries": [
"Having served the Feline Assembly with grace, tact, and good taste, you have earned their favor. When you take damage from a creature that is within 60 feet of you, you can take a {@variantrule Reaction|XPHB} to call upon the Assembly's wrath. A horde of hissing, spectral cats emerges from the planar firmament and descends upon the creature that damaged you. That creature takes {@damage 5d10} Force damage and has the {@condition Blinded|XPHB} and {@condition Prone|XPHB} conditions until the end of your next turn.",
"Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you spend a Pact Magic spell slot (no action required) to restore your use of it."
]
},
{
"name": "Bibliomancy",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Wizard",
"classSource": "XPHB",
"subclassShortName": "Bibliomancy",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Books are a uniquely portable magic."
],
"from": "Stephen King"
}
]
},
"A spellbook is a Wizard's prized possession. Even the least experienced apprentice knows that each spell's formula must be carefully recorded, understood, and memorized to cast a spell properly. For the typical Wizard, the symbols, words, and equations in a spellbook are a means to an end.",
"For Bibliomancers, the language of magic is the key to the building blocks of the universe. This tradition believes that a spell's formula holds more than the gathering and shaping magical energy, that the underlying properties of reality itself are illustrated through a spell. By unlocking the mechanisms that construct spells, these Wizards can slowly unlock the riddle of the universe.",
{
"type": "refSubclassFeature",
"subclassFeature": "Book Learning|Wizard|XPHB|Bibliomancy|CthulhuTorchlight|3"
},
{
"type": "refSubclassFeature",
"subclassFeature": "Edit Spell|Wizard|XPHB|Bibliomancy|CthulhuTorchlight|3"
}
]
},
{
"name": "Book Learning",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Wizard",
"classSource": "XPHB",
"subclassShortName": "Bibliomancy",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"You have an arcane connection to all books, be they tablets or tomes, allowing you to unravel their secrets. If you touch an object containing a script for 1 minute, you learn a basic, working knowledge of the script's contents unless that information is hidden by a code or cypher. If the book or script is a magic item or magical object, you learn its properties and how to use it, whether it requires {@variantrule Attunement|XPHB}, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name."
]
},
{
"name": "Edit Spell",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Wizard",
"classSource": "XPHB",
"subclassShortName": "Bibliomancy",
"subclassSource": "CthulhuTorchlight",
"level": 3,
"header": 1,
"entries": [
"Choose a spell in your spellbook that is level 1 or higher. When you prepare that spell, you can give it one or more of the following benefits:",
{
"type": "list",
"items": [
"The spell save DC of your spells increases by 1.",
"If that spell deals damage, you can change that damage's type to a different one of your choice.",
"If that spell requires a saving throw, you can change that saving throw to Intelligence."
]
},
"You can prepare the chosen spell multiple times, choosing different benefits for each preparation. Each modified version of the spell counts against your prepared spells.",
"When you make these changes, you can alter the spell's name. For example, {@spell Burning Hands|XPHB} changed to deal Cold damage and require an Intelligence saving throw might be named Mind Freeze.",
"When you finish a {@variantrule Long Rest|XPHB}, you can change your chosen spell. When you change the chosen spell, the benefits to the previous chosen spell end and you no longer have the altered versions prepared."
]
},
{
"name": "Weaver of Words",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Wizard",
"classSource": "XPHB",
"subclassShortName": "Bibliomancy",
"subclassSource": "CthulhuTorchlight",
"level": 6,
"header": 2,
"entries": [
"You become a master of all words. You learn all languages available to characters in the campaign."
]
},
{
"name": "Customized Spell",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Wizard",
"classSource": "XPHB",
"subclassShortName": "Bibliomancy",
"subclassSource": "CthulhuTorchlight",
"level": 10,
"header": 2,
"entries": [
"You can alter the structure of a spell to incorporate a creature's name. Pick a spell in your spell book that has a Verbal component, requires {@status Concentration|XPHB}, and is level 1+. When you prepare that spell, you can name a specific, willing creature other than yourself. If that creature is the only target of the spell, you can cast the spell on it without needing to maintain {@status Concentration|XPHB}."
]
},
{
"name": "Master of Words",
"source": "CthulhuTorchlight",
"page": 0,
"className": "Wizard",
"classSource": "XPHB",
"subclassShortName": "Bibliomancy",
"subclassSource": "CthulhuTorchlight",
"level": 14,
"header": 2,
"entries": [
"When you prepare spells, pick two spells from levels 1 to 5 to weave into a linked, powerful spell you can prepare as a single spell. The level of the linked spell is equal to the combined level of the two spells chosen and can't exceed 6.",
"The chosen spells must have a Verbal component and must have a casting time of one action.",
"As a {@action Magic|XPHB} action, you can cast the linked spell, and the effects of both spells occur at the same time."
]
}
],
"background": [
{
"name": "Mythos Investigator",
"source": "CthulhuTorchlight",
"page": 0,
"edition": "one",
"ability": [
{
"choose": {
"weighted": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"weights": [
2,
1
]
}
}
},
{
"choose": {
"weighted": {
"from": [
"str",
"dex",
"con",
"int",
"wis",
"cha"
],
"weights": [
1,
1,
1
]
}
}
}
],
"feats": [
{
"any": 1
}
],
"skillProficiencies": [
{
"any": 2
}
],
"toolProficiencies": [
{
"any": 1
}
],
"startingEquipment": [
{
"A": [
{
"value": 5000
}
]
}
],
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "Ability Scores:",
"entry": "Increase an ability score by 2 and another one of your choice by 1, or increase three different ability scores by 1. None of these increases can raise a score above 20."
},
{
"type": "item",
"name": "Feat:",
"entry": "Choose any Origin feat."
},
{
"type": "item",
"name": "Skill Proficiencies:",
"entry": "You gain proficiency in two skills of your choice."
},
{
"type": "item",
"name": "Tool Proficiency:",
"entry": "You gain proficiency with one tool of your choice."
},
{
"type": "item",
"name": "Equipment:",
"entry": "50 gp."
}
]
}
]
}
],
"feat": [
{
"name": "I Fought, I Lived",
"source": "CthulhuTorchlight",
"page": 0,
"category": "O",
"entries": [
"You confronted a horror from beyond this world or spawned by terrible magic. It disregarded you as a puny mortal, but it learned its mistake the hard way when you sent it back to wherever it came from with good, old-fashioned muscle, courage, and a really, really large axe.",
"You gain the following benefits.",
{
"type": "entries",
"name": "Defiant Strike",
"entries": [
"While you are {@status Bloodied|XPHB} and hit with a spell or weapon attack, you can choose to treat the attack's damage roll as having rolled the maximum damage possible. Once you use this benefit, you can't use it again until you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"type": "entries",
"name": "Indomitable Heart",
"entries": [
"If you have the {@condition Frightened|XPHB} condition at the start of your turn, roll a {@dice d20}. On a 10 or higher, you no longer have that condition."
]
}
]
},
{
"name": "I Hid from the Terror",
"source": "CthulhuTorchlight",
"page": 0,
"category": "O",
"entries": [
"That night is a blur. A strange presence, an overwhelming terror, and a confused jumble of screams mixed with faint memories of something terrible and hungry. You hid from it, finding a place too small for it to reach. The sounds of that night, and the awful aftermath you found that morning, will remain with you to the end of your days and beyond.",
"You gain the following benefits.",
{
"type": "entries",
"name": "Shadowed Strike",
"entries": [
"If attacking would end the {@condition Invisible|XPHB} condition on you, you can make an attack and keep that condition. You can use this benefit a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}. You regain expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"type": "entries",
"name": "Beneath Notice",
"entries": [
"When you attempt to hide from a creature that is larger than you, you can hide if you are lightly obscured or more than 30 feet away from it. You gain the benefits of being hidden against such creatures, but you do not hide from other creatures."
]
},
{
"type": "entries",
"name": "Merge into Shadows",
"entries": [
"Wisdom ({@skill Perception|XPHB}) checks made to detect you while you have the {@condition Invisible|XPHB} condition have {@variantrule Disadvantage|XPHB}."
]
}
]
},
{
"name": "I Opened the Gate",
"source": "CthulhuTorchlight",
"page": 0,
"category": "O",
"entries": [
"You didn't mean for things to turn out this way. You were curious and perhaps ignored a few signs, but it's hard to take ancient curses seriously. Musty old books say a lot of things, and most of them turn out to be mere fables. Most of them. The one book you read turned out to be the key to unleashing some ancient evil. Now it's in the world, and it's up to you to find it and send it back.",
"You gain the following benefits.",
{
"type": "entries",
"name": "Delver into Forgotten Lore",
"entries": [
"You learn three languages of your choice."
]
},
{
"type": "entries",
"name": "Foul Arcana",
"entries": [
"You can tap into a brief glimpse of the mythos to empower a spell, at the cost of overwhelming your mind with a horrifying, cosmic insight. When you cast a spell, you can give that spell's save DC a +2 bonus but you have the {@condition Paralyzed|XPHB} condition until the start of your next turn. You can use this benefit a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}. You regain expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
}
]
},
{
"name": "I Pierced the Illusion",
"source": "CthulhuTorchlight",
"page": 0,
"category": "O",
"entries": [
"You came across something strange and awful, made all the more terrible by its hidden nature. A town might have seemed innocent until it dragged unwitting visitors to their carefully tended sacrificial garden, or the family that took you in on a dark, stormy night were actually hungry cannibals. You survived because you saw their disguise and escaped or struck first.",
"You gain the following benefits.",
{
"type": "entries",
"name": "Clear Senses",
"entries": [
"If you have the {@condition Charmed|XPHB} condition at the start of your turn, roll a {@dice d20}. On a 10 or higher, you no longer have that condition."
]
},
{
"type": "entries",
"name": "Ear for Falsehood",
"entries": [
"When an NPC speaks to you, you can use this ability to determine if they are lying. You learn nothing about the truth they conceal or why they are lying, simply that there is a knowing falsehood in their statement. You can use this benefit a number of times equal to your {@variantrule Proficiency|XPHB|Proficiency Bonus}. You regain expended uses when you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"type": "entries",
"name": "Subtle Interrogation",
"entries": [
"You have {@variantrule Advantage|XPHB} on Insight checks made against creatures that you are speaking with."
]
}
]
},
{
"name": "I Survived to Tell the Tale",
"source": "CthulhuTorchlight",
"page": 0,
"category": "O",
"entries": [
"You encountered something dreadful, a horrible creature or bizarre ritual that set you down the path to becoming an investigator of the strange. Your quick feet and instinct for survival carried you through that day and are your best assets.",
"You gain the following benefits.",
{
"type": "entries",
"name": "Instinct to Survive",
"entries": [
"When you take damage that would reduce you to 0 {@variantrule Hit Points|XPHB}, you can immediately regain {@variantrule Hit Points|XPHB} equal to your level. When you use this benefit, you cannot use it again until you finish a {@variantrule Long Rest|XPHB}."
]
},
{
"type": "entries",
"name": "Superior Speed",
"entries": [
"You gain a +10 bonus to {@variantrule Speed|XPHB}."
]
},
{
"type": "entries",
"name": "Wriggle Free",
"entries": [
"If you would gain the {@condition Grappled|XPHB} condition, roll a {@dice d20}. On a 10 or higher, you instead do not gain it."
]
}
]
}
],
"spell": [
{
"name": "Body Warping of Gorgoroth",
"source": "CthulhuTorchlight",
"page": 0,
"level": 1,
"school": "T",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"entries": [
"Choose a Humanoid of your size that you can see in range. You physically transform to become an exact duplicate of that creature for the duration. Even a thorough physical examination fails to find any differences between you and the target.",
"Your voice and equipment don't change."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"miscTags": [
"SGT"
]
},
{
"name": "Breath of the Deep",
"source": "CthulhuTorchlight",
"page": 0,
"level": 2,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"entries": [
"You conjure sea water from the deepest trench to surround a creature that you can see within range. The water seeps into the target's mouth and around its body, slowly crushing it with the unfathomable weight of the sea. The target takes {@damage 3d6} Bludgeoning damage and is unable to talk for the duration or use the verbal components of spells."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"bludgeoning"
],
"miscTags": [
"SGT"
]
},
{
"name": "Call Deity",
"source": "CthulhuTorchlight",
"page": 0,
"level": 8,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 1
}
}
],
"entries": [
"You can cast this spell only during the duration of a Contact Deity spell you also cast. You cause the deity you contacted to manifest in the nearest unoccupied space. For 1 hour, it acts as it wishes but treats you as an ally if you don't take actions against it. It doesn't extend this courtesy to your allies and interprets your attempts to protect others as acting against it."
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Cleric",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
}
},
{
"name": "Cat's Spring",
"source": "CthulhuTorchlight",
"page": 0,
"level": 0,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You jump up to 10 feet to an unoccupied space you can see and deliver a spectral claw attack that deals Slashing or Force damage (you choose when you cast the spell). Make a melee spell attack against a target. On a hit, the target takes {@damage 1d8} damage of the chosen type, and the next attack roll you make against it before the end of your next turn has {@variantrule Advantage|XPHB}."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Using a Higher-Level Spell Slot",
"entries": [
"The damage increases by {@dice 1d8} when you reach levels 5 ({@dice 2d8}), 11 (38), and 17 ({@dice 4d8})."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"spellAttack": [
"M"
],
"miscTags": [
"ADV",
"SCL",
"SGT"
]
},
{
"name": "Chant of Thoth",
"source": "CthulhuTorchlight",
"page": 0,
"level": 0,
"school": "D",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
}
}
],
"entries": [
"The first time you fail an Intelligence check during the spell's duration, you may automatically succeed on the check if the DC is less than your spell save DC. Otherwise, you gain a +2 bonus to that check. Once you use this benefit, you cannot use it again until you finish a {@variantrule Short Rest|XPHB}."
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
}
},
{
"name": "Clutch of Darkness",
"source": "CthulhuTorchlight",
"page": 0,
"level": 2,
"school": "C",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You create a terrible force that slowly crushes the target from the inside. Choose a creature that you can see within range and roll {@dice 2d6} and record the total rolled. At the start of each of your turns, roll another {@dice 2d6} and add the number rolled to the total.",
"If the total is greater than the target's Strength, it has {@variantrule Disadvantage|XPHB} on Strength-based attacks.",
"If the total is greater than the target's Dexterity, its {@variantrule Speed|XPHB} is halved and attack rolls against it have {@variantrule Advantage|XPHB}.",
"If the total is greater than its current {@variantrule Hit Points|XPHB}, the target immediately implodes and dies."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"miscTags": [
"SGT"
]
},
{
"name": "Confounding Shadows",
"source": "CthulhuTorchlight",
"page": 0,
"level": 0,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1
}
}
],
"entries": [
"You create an orb of writhing shadows and hurl it at a creature within range. The target must succeed on a Wisdom saving throw or take {@damage 1d6} Psychic damage and it is unable to see you until the end of your next turn."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Cantrip Upgrade",
"entries": [
"The damage increases by {@dice 1d6} when you reach levels 5 ({@dice 2d6}), 11 ({@dice 3d6}), and 17 ({@dice 4d6})."
]
}
],
"scalingLevelDice": {
"label": "Psychic damage",
"scaling": {
"1": "1d6",
"5": "2d6",
"11": "3d6",
"17": "4d6"
}
},
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"psychic"
],
"savingThrow": [
"wisdom"
],
"miscTags": [
"SCL"
]
},
{
"name": "Contact Deity",
"source": "CthulhuTorchlight",
"page": 0,
"level": 5,
"school": "D",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true,
"m": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
}
}
],
"meta": {
"ritual": true
},
"entries": [
"You contact a deity of the Cthulhu Mythos. You can ask the entity {@dice 1d6} questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Old Ones aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the Old One's knowledge. In a case where a one-word answer could be misleading or contrary to the Old One's interests, the GM might offer a short phrase as an answer instead.",
"When you cast this spell, roll a {@dice d20}. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell's duration before returning to its realm."
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Cleric",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
}
},
{
"name": "Create Mist of R'lyeh",
"source": "CthulhuTorchlight",
"page": 0,
"level": 1,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"entries": [
"R'lyeh is an ancient city cloaked in a horror-filled mist. You tap into that dreadful mist to create a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} of fog centered on a point within range. The {@variantrule Sphere [Area of Effect]|XPHB|Sphere} is {@variantrule Lightly Obscured|XPHB}. Strange, fleeting shapes are visible within it. A creature that ends its turn in the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} takes {@damage 1d4} Psychic damage. Beast creatures with an Intelligence of 3 or less refuse to enter the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} willingly."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"psychic"
],
"miscTags": [
"OBS"
]
},
{
"name": "Curse of the Putrid Husk",
"source": "CthulhuTorchlight",
"page": 0,
"level": 3,
"school": "I",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"entries": [
"You create a horrid illusion in the target's mind, convincing it that its body is slowly decaying. One creature that you can see in range is overcome with a sense of impending doom as it watches itself rot. Choose one of the following effects.",
"A creature selflessly tries to prevent the disease from spreading to its allies. Whenever it starts its turn within 30 feet of an ally, it takes the {@action Dash|XPHB} action and moves away from its nearest ally by the safest route unless there is nowhere to move.",
"A creature becomes filled with spite as it tries to spread the disease to its enemies. It takes the {@action Dash|XPHB} action and moves toward its nearest enemy by the safest route on each of its turns unless there is nowhere to move. When an enemy is within 5 feet of it, it makes an {@variantrule Unarmed Strike|XPHB} against that target."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"miscTags": [
"SGT"
]
},
{
"name": "Dismiss Deity",
"source": "CthulhuTorchlight",
"page": 0,
"level": 5,
"school": "A",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You exert the natural order of the cosmos and force a Mythos entity back from whence it came. Choose a {@status Bloodied|XPHB} Mythos or Deity creature that you can see within range. The target is transported to a random location on a plane (GM's choice) associated with its creature type."
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Cleric",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"miscTags": [
"SGT"
]
},
{
"name": "Doom",
"source": "CthulhuTorchlight",
"page": 0,
"level": 3,
"school": "N",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 150
}
},
"components": {
"v": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You whisper a prophecy of imminent death, and these words slip into the threads of a creature's fate and cause it to pull toward the moment of its death. One creature that you can see within range makes a Charisma saving throw. On a failed save, you can take a {@variantrule Reaction|XPHB} when the creature takes damage from an attack. Don't roll the attack's damage dice for the damage. Instead use the highest number possible for each damage die. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success."
],
"classes": {
"fromClassList": [
{
"name": "Cleric",
"source": "XPHB"
}
]
},
"savingThrow": [
"charisma"
],
"miscTags": [
"SGT"
]
},
{
"name": "Dread Curse of Azathoth",
"source": "CthulhuTorchlight",
"page": 0,
"level": 7,
"school": "V",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You utter the secret name of Azathoth and doom a creature to an inevitable death unless it breaks the spell. The creature gains a curse point at the end of each of its turns. When the creature gains its third curse point, it dies. It loses all curse points when the spell ends."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
}
},
{
"name": "Dust of Suleiman",
"source": "CthulhuTorchlight",
"page": 0,
"level": 4,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 10
},
"concentration": true
}
],
"entries": [
"You conjure a cloud of fine dust that harms supernatural creatures. You create a 30-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} of dust centered on a point within range. Choose a creature type other than Beast or Humanoid. Each creature of the chosen type within the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} take 20 Force damage. A creature also takes this damage when the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} moves into its space and when it enters the {@variantrule Sphere [Area of Effect]|XPHB|Sphere} or ends its turn there. A creature can take this damage only once per turn."
],
"classes": {
"fromClassList": [
{
"name": "Cleric",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"force"
]
},
{
"name": "Evil Eye",
"source": "CthulhuTorchlight",
"page": 0,
"level": 0,
"school": "E",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1
}
}
],
"entries": [
"You glare at a creature that you can see within range, imposing a baleful hex on it. The target takes {@damage 1d4 + 2} Psychic damage, and attack rolls and {@variantrule Unarmed Strike|XPHB|Unarmed Strikes} against it can score a {@variantrule Critical Hit|XPHB} on a roll of 19 or 20 on the {@dice d20}."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Cantrip Upgrade",
"entries": [
"The damage increases by {@dice 1d4 + 2} when you reach levels 5 ({@dice 2d4 + 4}), 11 ({@dice 3d4 + 6}), and 17 ({@dice 4d4 + 8})."
]
}
],
"scalingLevelDice": {
"label": "Psychic damage",
"scaling": {
"1": "1d4 + 2",
"5": "2d4 + 4",
"11": "3d4 + 6",
"17": "4d4 + 8"
}
},
"classes": {
"fromClassList": [
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"psychic"
],
"miscTags": [
"SCL",
"SGT"
]
},
{
"name": "Feline Chaos",
"source": "CthulhuTorchlight",
"page": 0,
"level": 5,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"Each target must succeed on a Dexterity saving throw or be affected by this spell for the duration. An affected target takes {@damage 4d6} Slashing damage at the start of each of their turns, and they have {@variantrule Disadvantage|XPHB} on all ability checks and attack rolls. If they attempt to move, they must make a Constitution saving throw or gain the {@condition Prone|XPHB} condition, taking another {@damage 2d6} Slashing damage from the startled cats. At the end of their turn an affected creature makes another Dexterity saving throw, ending the spell on itself on a success."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Using a Higher-Level Spell Slot",
"entries": [
"When you cast this spell using a spell slot of 6th level or higher, the damage at the start of an affected target's turns increases by {@dice 2d6} for each slot level above 5th."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"slashing"
],
"savingThrow": [
"constitution",
"dexterity"
]
},
{
"name": "Feline Grace",
"source": "CthulhuTorchlight",
"page": 0,
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 1
}
}
],
"entries": [
"You gain the unerring reflexes and balance of a cat. Until the spell ends, you gain the following benefits:",
"You are immune to the {@condition Prone|XPHB} condition while you don't have the {@condition Incapacitated|XPHB} condition, as you always land on your feet.",
"You can take a {@variantrule Reaction|XPHB} when you fall to reduce any damage you take from the fall by an amount equal to five times your level.",
"You gain {@variantrule Advantage|XPHB} on Dexterity checks and saving throws.",
"Your jump distance is doubled."
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Ranger",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"miscTags": [
"ADV"
]
},
{
"name": "Fist of Yog-Sothoth",
"source": "CthulhuTorchlight",
"page": 0,
"level": 4,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You conjure a horrid tendril of Yog-Sothoth into reality to batter your foe. One creature of your choice that you can see within range makes a Strength saving throw. On a failed save, it takes {@damage 8d6} Necrotic damage, has the {@condition Prone|XPHB} condition, and you move it up to 40 feet in any direction within the spell's range. On a successful save, it takes {@damage 8d6} Necrotic damage only."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"necrotic"
],
"conditionInflict": [
"prone"
],
"savingThrow": [
"strength"
],
"miscTags": [
"SGT"
]
},
{
"name": "Phantom Panther",
"source": "CthulhuTorchlight",
"page": 0,
"level": 3,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"v": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You conjure a spectral panther that pounces on a creature you can see within range, mauling and pinning it for your allies close in for the kill.",
"The target makes a Strength saving throw. On a failed save, the target takes {@damage 8d6} Force damage and has the {@condition Restrained|XPHB} condition until the spell ends. On a successful save, the target takes half as much damage only, and the spell ends. While {@condition Restrained|XPHB}, the target takes {@damage 2d6} Force damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength ({@skill Athletics|XPHB}) check against your spell save DC. On a success, the spell ends."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Using a Higher-Level Spell Slot",
"entries": [
"The damage increases by {@dice 1d6} for each spell slot level above 3."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Bard",
"source": "XPHB"
},
{
"name": "Druid",
"source": "XPHB"
},
{
"name": "Ranger",
"source": "XPHB"
},
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"force"
],
"conditionInflict": [
"restrained"
],
"savingThrow": [
"strength"
],
"miscTags": [
"SGT"
]
},
{
"name": "Red Sign",
"source": "CthulhuTorchlight",
"page": 0,
"level": 6,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You reach above your head and conjure the dreaded Red Sign, a sigil of immense power that is inimical to all creatures. At the end of each of your turns for the duration, each creature (including yourself) within 30 feet of you that can see you takes {@damage 5d8} Necrotic damage. This damage can't break your {@status Concentration|XPHB}. If this damage reduces a creature to 0 {@variantrule Hit Points|XPHB}, it and everything nonmagical it is wearing and carrying collapses into a pile of slime and viscera. The target can be revived only by a {@spell True Resurrection|XPHB} or a {@spell Wish|XPHB} spell."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"necrotic"
]
},
{
"name": "Shadowy Eruption",
"source": "CthulhuTorchlight",
"page": 0,
"level": 3,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 150
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"A 20-foot radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} of gloom erupts from a point you choose within range as fell energies from the dimension of shadow flood the area. You select an entity to push through into this reality for a horrifying moment. When you cast this spell, choose one of the following options:",
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"type": "item",
"name": "The Darkness Hides Terrors",
"entries": [
"Creatures of your choice in the area must make Dexterity saving throws. A target takes {@damage 4d8} Psychic damage on a failed save and must use a reaction to move as far away as it can from the point you chose, using the safest route. On a successful save, the target takes half as much damage only."
]
},
{
"type": "item",
"name": "Tomb of Shadows",
"entries": [
"Creatures of your choice in the area must make Constitution saving throws. A target takes {@damage 4d8} Necrotic damage on a failed save and its {@variantrule Speed|XPHB} is reduced by 20 feet. On a successful save, the target takes half as much damage only."
]
}
]
}
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Using a Higher-Level Spell Slot",
"entries": [
"The damage increases by {@dice 1d8} for each spell slot level above 3."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"necrotic",
"psychic"
],
"savingThrow": [
"constitution",
"dexterity"
]
},
{
"name": "Summon Shadow",
"source": "CthulhuTorchlight",
"page": 0,
"level": 5,
"school": "C",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 1
},
"concentration": true
}
],
"entries": [
"You call forth a spirit of shadow. It manifests as a silhouette of pure blackness in an unoccupied space you can see within range. This corporeal form uses the {@creature Shadow Spirit|CthulhuTorchlight} stat block. When you cast this spell, choose Infiltrator or Assassin. Your choice determines certain traits in its stat block. The creature disappears when it drops to 0 {@variantrule Hit Points|XPHB} or when the spell ends.",
"The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge|XPHB} action and uses its move to avoid danger."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Using a Higher-Level Spell Slot",
"entries": [
"When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"miscTags": [
"SGT",
"SMN"
]
},
{
"name": "Tide of Darkness",
"source": "CthulhuTorchlight",
"page": 0,
"level": 1,
"school": "C",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "round",
"amount": 1
}
}
],
"entries": [
"You unleash a wave of swirling shadows that fills an area next to you. Each creature in a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of {@variantrule Darkness|XPHB} originating from you when you cast the spell makes a Wisdom saving throw. On a failed save, a creature takes {@damage 2d8} Psychic damage and is {@condition Blinded|XPHB} until it is no longer in the area of {@variantrule Darkness|XPHB}. On a successful save, it takes half as much damage and isn't {@condition Blinded|XPHB}. The {@variantrule Darkness|XPHB} lasts until the end of your next turn."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Using a Higher-Level Spell Slot",
"entries": [
"The size of the {@variantrule Cube [Area of Effect]|XPHB|Cube} increases by 5 feet for each spell slot level above 1."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"psychic"
],
"conditionInflict": [
"blinded"
],
"savingThrow": [
"wisdom"
]
},
{
"name": "Umbral Tendril",
"source": "CthulhuTorchlight",
"page": 0,
"level": 1,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 150
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You create a long tendril of life-stealing shadow that lashes out at a creature in range that you can see.",
"Make a ranged spell attack against the target. On a hit the target takes {@damage 2d8} Necrotic damage and you gain {@variantrule Temporary Hit Points|XPHB} equal to the damage dealt."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "Using a Higher-Level Spell Slot",
"entries": [
"The damage increases by {@dice 1d8} for each spell slot level above 1."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"damageInflict": [
"necrotic"
],
"spellAttack": [
"R"
],
"miscTags": [
"SGT",
"THP"
]
},
{
"name": "Voorish Sign",
"source": "CthulhuTorchlight",
"page": 0,
"level": 3,
"school": "A",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 120
}
},
"components": {
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You have mastered the Voorish sign, a sigil from an ancient era said to predate the world's creation. Choose a creature that you can see within range. When you would normally roll one or more dice to deal damage to that creature with a spell, don't roll those dice for the damage; instead use the highest number possible for each die. In addition, you can choose a spell of level 5 or lower that you can cast, that has a casting time of an action. You can cast that spell as part of casting Voorish Sign, expending spell slots for both."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"miscTags": [
"SGT"
]
},
{
"name": "Wave of Oblivion",
"source": "CthulhuTorchlight",
"page": 0,
"level": 9,
"school": "V",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "point",
"distance": {
"type": "self"
}
},
"components": {
"s": true
},
"duration": [
{
"type": "instant"
}
],
"entries": [
"You create a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} of oblivion. Each {@status Bloodied|XPHB} creature in the {@variantrule Cone [Area of Effect]|XPHB|Cone} makes a Constitution saving throw. On a failed save a creature dies, and it and everything nonmagical it is wearing and carrying are turned to dust. The target can be revived only by a {@spell True Resurrection|XPHB} or a {@spell Wish|XPHB} spell."
],
"classes": {
"fromClassList": [
{
"name": "Sorcerer",
"source": "XPHB"
},
{
"name": "Warlock",
"source": "XPHB"
},
{
"name": "Wizard",
"source": "XPHB"
}
]
},
"savingThrow": [
"constitution"
]
}
],
"item": [
{
"name": "Book of Dzyan",
"source": "CthulhuTorchlight",
"page": 0,
"rarity": "unknown (magic)",
"reqAttune": "by a DC 20 Intelligence ({@skill Arcana|XPHB} check)",
"wondrous": true,
"bonusSpellSaveDc": "+1",
"entries": [
"This strange tome is reputed to have been originally penned by the first human civilization that long ago disappeared beneath the rising seas. It grants its bearer insights needed to peer into secretive realms, at the cost of a growing suspicion of others.",
{
"type": "entries",
"name": "Language:",
"entries": [
"{@language Celestial|XPHB}."
]
},
{
"type": "entries",
"name": "Attunement Check:",
"entries": [
"Intelligence ({@skill Arcana|XPHB}) DC 20. To end your attunement to the Book of Dzyan, a demon or devil must cast {@spell Remove Curse|XPHB} on you. The book then disappears in a flash of light."
]
},
{
"type": "entries",
"name": "Benefits:",
"entries": [
"While attuned to the Book of Dzyan, you gain the following benefits:",
{
"type": "list",
"items": [
"You can see {@condition Invisible|XPHB} creatures and objects within 30 feet of you.",
"You can read and write {@language Abyssal|XPHB} and {@language Infernal|XPHB}.",
"If you can cast spells, you always have {@spell Guidance|XPHB}, {@spell Detect Magic|XPHB}, {@spell Locate Object|XPHB}, {@spell Fly|XPHB}, {@spell Divination|XPHB}, {@spell Contact Deity|CthulhuTorchlight}, and {@spell Call Deity|CthulhuTorchlight} prepared.",
"Simply touching a wall or object allows you to detect secret doors or similar hidden compartments built into that object within 5 feet of you.",
"You have {@variantrule Advantage|XPHB} on all Wisdom ({@skill Insight|XPHB}) checks. If your check result is a 20 or higher, you learn a secret about a creature. This benefit applies only once for a given creature.",
"The save DC of your spells gains a +1 bonus."
]
}
]
},
{
"type": "entries",
"name": "Drawbacks:",
"entries": [
"When you encounter a creature you have never seen before, roll a {@dice d20} at the start of each of your turns. On a 10 or higher, you can only use your action that turn to {@action Study|XPHB} it and learn about it. Once you do so, you no longer need to make this roll when that creature is present. This drawback applies to a general type of creature. If you encountered a {@creature Hydra|XMM} this drawback would apply, but it would not affect you when encountering different {@creature Hydra|XMM|Hydras} in the future."
]
},
{
"type": "entries",
"name": "Insight-Insatiable Curiosity (+15):",
"entries": [
"You cannot bear to think that there are secrets out there that are beyond your grasp. A closed door, a parchment covered with strange runes, or anything else that holds a secret is an irresistible lure to you."
]
},
{
"type": "entries",
"name": "Lore:",
"entries": [
"The Book of Dzyan allows you to automatically succeed all DC 25 or lower checks made to learn about creatures of the planes."
]
}
],
"attachedSpells": [
"call deity|CthulhuTorchlight",
"contact deity|CthulhuTorchlight",
"detect magic|xphb",
"divination|xphb",
"fly|xphb",
"guidance|xphb",
"locate object|xphb"
]
},
{
"name": "Fingerprint Kit",
"source": "CthulhuTorchlight",
"page": 0,
"type": "T|XPHB",
"rarity": "none",
"weight": 1,
"value": 2500,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"name": "Ability:",
"type": "item",
"entries": [
"Intelligence"
]
},
{
"name": "Utilize:",
"type": "item",
"entries": [
"Reveal the fingerprint left behind on an object and sketch a copy (DC 20), or match a copied fingerprint against a humanoid creature's (DC 15)."
]
}
]
},
"This item allows you to capture the details of a fingerprint that has been left on an object and match them against another creature. It consists of an inkpad, parchment, and talcum powder."
]
},
{
"name": "Necronomicon",
"source": "CthulhuTorchlight",
"page": 0,
"rarity": "unknown (magic)",
"reqAttune": "by a DC 20 Intelligence ({@skill Arcana|XPHB} check)",
"wondrous": true,
"bonusSpellSaveDc": "+2",
"entries": [
"The most infamous of mythos tomes, the Necronomicon contains within its pages untold secrets of the mythos.",
{
"type": "entries",
"name": "Language:",
"entries": [
"{@language Infernal|XPHB}."
]
},
{
"type": "entries",
"name": "Attunement Check:",
"entries": [
"Intelligence ({@skill Arcana|XPHB}) DC 20. To end your {@variantrule Attunement|XPHB} to the Necronomicon, you must defeat a mythos deity in combat."
]
},
{
"type": "entries",
"name": "Benefits:",
"entries": [
"While attuned to the Necronomicon, you gain the following benefits:",
{
"type": "list",
"items": [
"You double your {@variantrule Proficiency|XPHB|Proficiency Bonus} if it applies to an Intelligence check.",
"You can read and write {@language Abyssal|XPHB}, {@language Celestial|XPHB}, {@language Draconic|XPHB}, and {@language Primordial|XPHB}.",
"If you can cast spells, you always have {@spell Evil Eye|CthulhuTorchlight}, {@spell Dread Curse of Azathoth|CthulhuTorchlight}, {@spell Dust of Suleiman|CthulhuTorchlight}, and {@spell Voorish Sign|CthulhuTorchlight} prepared.",
"{@creature Ghoul|XMM|Ghouls} and {@creature Ghast|XMM|Ghasts} refuse to attack you unless you are first {@variantrule Hostile [Attitude]|XPHB|Hostile} toward them.",
"{@creature Skeleton|XMM|Skeletons} and {@creature Zombie|XMM|Zombies} obey your verbal commands.",
"A mythos deity attacks or otherwise attempts to harm you only if there are no other targets available for its attacks. You have {@variantrule Advantage|XPHB} on all Charisma checks to sway their attitude.",
"If you have the spellcasting class feature, you gain one additional spell slot for each level you can use. You regain these added spell slots as normal based on your spellcasting class feature.",
"The save DC of your spells gains a +2 bonus."
]
}
]
},
{
"type": "entries",
"name": "Drawbacks:",
"entries": [
"At midnight each day roll a {@dice d20}. On a 10 or higher, you gain a Doom of the Necronomicon point. When you have 20 or more such points, you disappear into thin air, claimed by the inscrutable power that infuses this tome. The Necronomicon is the only possession you leave behind."
]
},
{
"type": "entries",
"name": "Insight-Compulsion to Annihilation (+20):",
"entries": [
"You are driven to meet and understand the deities of the Cthulhu Mythos. Such entities are fascinating. They are the true masters of reality, those who were and shall forever be. By understanding them, by coming in direct contact with them, you can unlock their secrets and match their power. All others failed because they were weak. I will be different. I will survive. You will see."
]
},
{
"type": "entries",
"name": "Lore:",
"entries": [
"The Necronomicon allows you to automatically succeed all checks made to learn about the undead and all DC 20 or lower checks made to uncover information about the mythos in general."
]
}
],
"attachedSpells": [
"dread curse of azathoth|CthulhuTorchlight",
"dust of suleiman|CthulhuTorchlight",
"evil eye|CthulhuTorchlight",
"voorish sign|CthulhuTorchlight"
]
},
{
"name": "Pnakotic Manuscripts",
"source": "CthulhuTorchlight",
"page": 0,
"rarity": "unknown (magic)",
"reqAttune": "by a DC 15 Intelligence ({@skill Religion|XPHB} check)",
"wondrous": true,
"bonusAc": "+1",
"entries": [
"The Pnakotic Manuscripts originate from a long-lost species that once walked the world, long before the rise of humans, elves, and other intelligences. These creatures communed with the Cthulhu Mythos and were perhaps their servitors. This strange tome was written before time began its proper flow and grants insights into its workings. By reading it, you learn to move between time's beats.",
{
"type": "entries",
"name": "Language:",
"entries": [
"{@language Primordial|XPHB}."
]
},
{
"type": "entries",
"name": "Attunement Check:",
"entries": [
"Intelligence ({@skill Religion|XPHB}) DC 15. To end your {@variantrule Attunement|XPHB} to the Pnakotic Manuscripts, you must be the target of a {@spell Remove Curse|XPHB} spell."
]
},
{
"type": "entries",
"name": "Benefits:",
"entries": [
"While attuned to the Pnakotic Manuscripts, you gain the following benefits:",
{
"type": "list",
"items": [
"You double your bonus to {@variantrule Initiative|XPHB}.",
"You gain a +10 bonus to {@variantrule Speed|XPHB}.",
"You have {@variantrule Advantage|XPHB} on all Dexterity saving throws.",
"You gain a +1 bonus to AC.",
"Once per turn while moving, you can teleport back to any spot you occupied during your current move."
]
}
]
},
{
"type": "entries",
"name": "Drawbacks:",
"entries": [
"You age at an accelerated rate. After one week, you age an additional week. After two weeks, you age an additional four weeks. After three weeks, you age an additional six weeks, and so on. If you remove your {@variantrule Attunement|XPHB} to this item and later attune to it again, you preserve this drawback's progress."
]
},
{
"type": "entries",
"name": "Insight-No Time to Tarry (+15):",
"entries": [
"You hate any activity that takes more than a few moments. You grow impatient as your attention fades and you seek something new to do, leaving critical work unattended as you start a new project or seek out something new to do."
]
},
{
"type": "entries",
"name": "Lore:",
"entries": [
"The Pnakotic Manuscript allows you to automatically succeed all checks made to learn about time and its nature."
]
}
]
},
{
"name": "Seven Cryptical Books of Hsan",
"source": "CthulhuTorchlight",
"page": 0,
"rarity": "unknown (magic)",
"reqAttune": "by a DC 20 Intelligence ({@skill Religion|XPHB} check)",
"wondrous": true,
"entries": [
"These seven scrolls each cover a different topic concerning the relationship between the gods, the material world, and the planes. Those who master them can create doors to other worlds.",
{
"type": "entries",
"name": "Language:",
"entries": [
"{@language Celestial|XPHB}."
]
},
{
"type": "entries",
"name": "Attunement Check:",
"entries": [
"Intelligence ({@skill Religion|XPHB}) DC 20. To end your {@variantrule Attunement|XPHB} to the Seven Cryptical Books of Hsan, you must visit each of the seven realms that it allows access to."
]
},
{
"type": "entries",
"name": "Benefits:",
"entries": [
"While attuned to the Seven Cryptical Books of Hsan, you gain the following benefits:",
{
"type": "list",
"items": [
"If you have the spellcasting class feature, you can prepare one additional spell for each spell level you can cast. That spell must be chosen from the Cleric spell list.",
"You gain a +1 bonus to the DC of any spell you cast that is on the Cleric spell list.",
"You have {@variantrule Advantage|XPHB} on all Wisdom saving throws.",
"You gain one additional spell slot of the highest level you can use.",
"You can cast {@spell Gate|XPHB} once per day without expending a spell slot. Wisdom is your casting ability for this spell. When you cast it, you open a gate to a location described in the books. If you use this feature again while at the location, the spell connects to the second location in the books. There are seven such locations, and using this feature at the seventh one returns you to the place where you first used this ability. The specific locations are left to the DM to decide, but legend has it that each is a domain of a long forgotten deity since claimed by agents of the Cthulhu Mythos."
]
}
]
},
{
"type": "entries",
"name": "Drawbacks:",
"entries": [
"You have an overwhelming drive to use the books to visit the realms it allows you to access. If you go a week without using the Gate feature, you gain a level of {@condition Exhaustion|XPHB} that you cannot lose until you cast {@spell Gate|XPHB} using this item and travel through the portal you created."
]
},
{
"type": "entries",
"name": "Insight-Enemy of the Dark (+20):",
"entries": [
"You are an ardent foe of the Cthulhu Mythos. When you encounter their agents and entities, you are compelled to defeat them and drive them back to the dark corners of the cosmos that spawned them. You struggle to leave any location that has been overrun with their foul evil."
]
},
{
"type": "entries",
"name": "Lore:",
"entries": [
"The Seven Cryptical Books of Hsan allows you to automatically succeed all checks made to learn about dead gods."
]
}
],
"attachedSpells": [
"gate|xphb"
]
},
{
"name": "The King in Yellow",
"source": "CthulhuTorchlight",
"page": 0,
"rarity": "unknown (magic)",
"reqAttune": "by a DC 15 Charisma ({@skill Performance|XPHB} check)",
"wondrous": true,
"entries": [
"A thin, leather-bound volume, The King in Yellow contains a dreamlike play that compels a reader to obsess over the text. They read the play again and again, slowly coming to believe that the disconnected scenes and strange vistas it describes are real.",
{
"type": "entries",
"name": "Language:",
"entries": [
"{@language Common|XPHB}."
]
},
{
"type": "entries",
"name": "Attunement Check:",
"entries": [
"Charisma ({@skill Performance|XPHB}) DC 15. Unlike other tomes, you are compelled to make this check when inspecting The King in Yellow. If you succeed, you attune to the book. To end your {@variantrule Attunement|XPHB} to the King in Yellow, you must meet Hastur."
]
},
{
"type": "entries",
"name": "Benefits:",
"entries": [
"While attuned to The King in Yellow, you gain the following benefits:",
{
"type": "list",
"items": [
"You gain {@variantrule Advantage|XPHB} on all Charisma ({@skill Performance|XPHB}) checks.",
"You gain {@variantrule Advantage|XPHB} on all Charisma ({@skill Deception|XPHB}) checks as long as your lie involves characters, scenes, and locations drawn from The King in Yellow.",
"You can cast {@spell Contact Deity|CthulhuTorchlight}. Charisma is your spellcasting ability for this spell. Once you use this feature, you cannot use it again until you finish a long rest. When you cast that spell using this item, you always contact Hastur.",
"Each time you finish a {@variantrule Long Rest|XPHB}, roll a {@dice d20}. On a 1 you can cast {@spell Call Deity|CthulhuTorchlight} to summon Hastur. You lose access to this benefit if you finish a {@variantrule Long Rest|XPHB} without using it. If you do not use the spell, you gain a level of {@condition Exhaustion|XPHB} that cannot be removed while you are attuned to this item."
]
}
]
},
{
"type": "entries",
"name": "Drawbacks:",
"entries": [
"You have {@variantrule Disadvantage|XPHB} on all Wisdom ({@skill Perception|XPHB}), Wisdom ({@skill Insight|XPHB}), and Intelligence ({@skill Investigation|XPHB}) checks, as images of Carcosa dance in your mind, distracting you from the increasing unreal world around you."
]
},
{
"type": "entries",
"name": "Insight-Lost Carcosa (+20):",
"entries": [
"You must find lost Carcosa and gaze upon forgotten Lake Hali. There, in that dreadful realm, you will finally find peace. No matter the cost, you must find the path there. You see omens and signs of Carcosa in the strangest places. The depths of ancient dungeons. The entrails of a slain enemy. Every sign points you back to Carcosa, again and again."
]
},
{
"type": "entries",
"name": "Lore:",
"entries": [
"The King in Yellow allows you to automatically succeed all checks made to learn about Hastur and elements associated with it."
]
}
],
"attachedSpells": [
"call deity|CthulhuTorchlight",
"contact deity|CthulhuTorchlight"
]
},
{
"name": "Witchboard",
"source": "CthulhuTorchlight",
"page": 0,
"type": "T|XPHB",
"rarity": "none",
"weight": 1,
"value": 1500,
"entries": [
{
"type": "list",
"style": "list-hang-notitle",
"items": [
{
"name": "Ability:",
"type": "item",
"entries": [
"Charisma"
]
},
{
"name": "Utilize:",
"type": "item",
"entries": [
"Exchange messages of up to 10 words with an Ethereal creature within 30 feet (DC 15)."
]
}
]
},
"A witchboard is a slat of wood covered with letters, usually the Common alphabet though versions for different scripts are available. You can use it to contact Ethereal creatures, allowing limited conversations with them."
]
}
],
"monster": [
{
"name": "Colour Out of Space",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"L"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
16
],
"hp": {
"average": 135,
"formula": "18d10 + 36"
},
"speed": {
"walk": 20,
"fly": 60
},
"str": 5,
"dex": 22,
"con": 14,
"int": 15,
"wis": 14,
"cha": 13,
"save": {
"dex": "+9",
"wis": "+5"
},
"skill": {
"perception": "+5",
"stealth": "+9"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 19,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "8",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The colour out of space casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):"
],
"will": [
"{@spell Dispel Magic|XPHB}",
"{@spell Dominate Monster|XPHB}",
"{@spell Tongues|XPHB}"
],
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The colour out of space has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The colour out of space makes two Draining Lash attacks."
]
},
{
"name": "Draining Lash",
"entries": [
"{@atkr m} {@hit 9}, Reach 15 ft. {@h}20 ({@damage 3d8 + 6}) Necrotic damage."
]
},
{
"name": "Absorb Life {@recharge 5}",
"entries": [
"{@actSave con} {@dc 17}, non-Mythos creatures in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} centered on the colour out of space. {@actSaveFail} 44 ({@damage 8d10}) Necrotic damage. {@actSaveSuccess} Half damage. If three or more creatures fail their saving throw against this effect, the colour out of space gains an additional action on its next turn."
]
}
],
"bonus": [
{
"name": "Horrid Burrowing",
"entries": [
"The colour out of space destroys an unattended, non-magical object that it can touch that has {@variantrule Hit Points|XPHB} less than or equal to the colour's maximum {@variantrule Hit Points|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Colour%20Out%20of%20Space.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"N"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"charmed"
],
"savingThrowForced": [
"constitution"
],
"savingThrowForcedSpell": [
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Dagon",
"isNamedCreature": true,
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"G"
],
"type": {
"type": "monstrosity",
"tags": [
"Mythos Deity"
]
},
"alignment": [
"L",
"E"
],
"ac": [
23
],
"hp": {
"average": 468,
"formula": "24d20 + 216"
},
"speed": {
"walk": 60,
"swim": 60
},
"initiative": {
"initiative": 16
},
"str": 30,
"dex": 12,
"con": 29,
"int": 22,
"wis": 19,
"cha": 27,
"save": {
"str": "+17",
"dex": "+8",
"con": "+16",
"int": "+13",
"wis": "+11",
"cha": "+15"
},
"skill": {
"arcana": "+13",
"insight": "+11",
"nature": "+13",
"perception": "+11"
},
"senses": [
"Blindsight 120 ft.",
"Darkvision 240 ft."
],
"passive": 21,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"all"
],
"cr": "22",
"trait": [
{
"name": "Amphibious",
"entries": [
"Dagon can breathe air and water."
]
},
{
"name": "Legendary Resistance (4/Day)",
"entries": [
"If Dagon fails a saving throw, it can choose to succeed instead."
]
},
{
"name": "One With the Sea",
"entries": [
"When Dagon drops to 0 {@variantrule Hit Points|XPHB} or would be killed outright, it instead transforms into a swirling body of water. At the start of each of Dagon's turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum {@variantrule Hit Points|XPHB} return to normal if they have been reduced and it regains all lost {@variantrule Hit Points|XPHB}. It reforms its physical body in a space of its choice within 10 miles of its location. It then loses all recovery points.",
"If Dagon is the target of a {@spell Banishment|XPHB} spell cast with a 9th-level spell slot while in this cloud form, it automatically fails its saving throw and is instead sent to the deepest corner of the ocean where it slumbers for {@dice 6d10} years."
]
},
{
"name": "Siege Monster",
"entries": [
"Dagon deals double damage to objects and structures."
]
},
{
"name": "Spectral Waves",
"entries": [
"Storm-tossed waves formed of magical force swirl around Dagon in a 120-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from him. Creatures without a {@variantrule Swim Speed|XPHB} treat this area as Difficult Terrain and take 10 Force damage if they end their turn in this area. Flying creatures that end their turn in this area must make {@dc 24} Strength saving throws, gaining the {@condition Prone|XPHB} condition on a failed save."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Dagon makes four Slashing Claw attacks."
]
},
{
"name": "Slashing Claw",
"entries": [
"{@atkr m} {@hit 17}, Reach 20 ft. {@h}21 ({@damage 2d10 + 10}) Slashing damage and the target is pushed up to 10 feet away from Dagon and gains the {@condition Prone|XPHB} condition."
]
},
{
"name": "Hungry Tide {@recharge 5}",
"entries": [
"{@actSave con} {@dc 24}, creatures of Dagon's choice within 120 ft. of it; {@actSaveFail 1} The target takes 11 ({@damage 2d10}) Force damage, and gains the {@condition Restrained|XPHB} condition until the end of its next turn, when it repeats the save. {@actSaveFail 2} The target takes {@dice 4d20} (22) Force damage its {@variantrule Speed|XPHB} is reduced to 0 and cannot be increased until it uses an action to make a successful {@dc 24} Strength ({@skill Athletics}) check."
]
}
],
"legendary": [
{
"name": "Disdainful Swipe",
"entries": [
"Dagon makes a Slashing Claw attack."
]
},
{
"name": "Storm Tossed Seas",
"entries": [
"{@actSave str} {@dc 25}, creatures within 120 ft. of Dagon of its choice; {@actSaveFail} Dagon moves the target up to 30 feet and the target gains the {@condition Prone|XPHB} condition."
]
},
{
"name": "Relentless Horror {@recharge 5}",
"entries": [
"Dagon chooses one of the following options:",
{
"type": "list",
"items": [
"It teleports up to 200 ft. to an unoccupied space.",
"It immediately ends one spell or condition affecting it.",
"It ends one spell or magical effect of its choice within 120 ft. of it."
]
}
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Dagon.webp"
},
"traitTags": [
"Amphibious",
"Legendary Resistances",
"Siege Monster"
],
"senseTags": [
"B",
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"XX"
],
"damageTags": [
"O",
"S"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"prone",
"restrained"
],
"savingThrowForced": [
"constitution",
"strength"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Deep One",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"M"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"L",
"E"
],
"ac": [
14
],
"hp": {
"average": 44,
"formula": "8d8 + 8"
},
"speed": {
"walk": 30,
"swim": 30
},
"str": 16,
"dex": 10,
"con": 12,
"int": 15,
"wis": 11,
"cha": 13,
"save": {
"str": "+5",
"int": "+4"
},
"skill": {
"athletics": "+5",
"perception": "+2"
},
"passive": 12,
"languages": [
"Common"
],
"cr": "2",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The deep one casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):"
],
"will": [
"{@spell Charm Person|XPHB}",
"{@spell Disguise Self|XPHB}",
"{@spell Message|XPHB}"
],
"daily": {
"1": [
"{@spell Thunderwave|XPHB}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Amphibious",
"entries": [
"The deep one can breathe air and water."
]
},
{
"name": "Magic Resistance",
"entries": [
"The deep one has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The deep one makes two claw and one bite attacks."
]
},
{
"name": "Claw",
"entries": [
"{@atkr m} {@hit 5}, Reach 10 ft. {@h}6 ({@damage 1d4 + 3}) Slashing damage."
]
},
{
"name": "Bite",
"entries": [
"{@atkr m} {@hit 5}, Reach 5 ft. {@h}7 ({@damage 1d6 + 3}) Piercing damage."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Deep%20One.webp"
},
"traitTags": [
"Amphibious",
"Magic Resistance"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"P",
"S"
],
"damageTagsSpell": [
"T"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"charmed"
],
"savingThrowForcedSpell": [
"constitution",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Deep One Hybrid",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"M"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"L",
"E"
],
"ac": [
14
],
"hp": {
"average": 28,
"formula": "5d8 + 5"
},
"speed": {
"walk": 30
},
"initiative": {
"initiative": 0
},
"str": 15,
"dex": 11,
"con": 12,
"int": 10,
"wis": 13,
"cha": 7,
"save": {
"str": "+4",
"wis": "+3"
},
"skill": {
"athletics": "+4",
"deception": "+0",
"perception": "+3"
},
"passive": 13,
"languages": [
"Common"
],
"cr": "1",
"gear": [
"trident|xphb",
"hide armor|xphb",
"shield|xphb",
"light crossbow|xphb",
{
"item": "bolt|xphb",
"quantity": 10
}
],
"trait": [
{
"name": "Mythos Fanaticism",
"entries": [
"If the deep one hybrid can see a Mythos creature of size Large or larger, it gains a +5 bonus to Initiative rolls and gains 2 {@variantrule Temporary Hit Points|XPHB} at the start of its turn."
]
}
],
"action": [
{
"name": "Trident",
"entries": [
"{@atkr m} {@hit 4}, Reach 5 ft. {@h}7 ({@damage 1d8 + 2}) Piercing damage."
]
},
{
"name": "Light Crossbow",
"entries": [
"{@atkr r} {@hit 2}, range 80/320 ft. {@h}5 ({@damage 1d8}) Piercing damage."
]
}
],
"reaction": [
{
"name": "My Life for Yours",
"entries": [
"{@actTrigger} A Mythos creature without this Reaction is hit by a melee attack. {@actResponse} This creature becomes the target of the triggering attack if it is in range of the original attack."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Deep%20One%20Hybrid.webp"
},
"languageTags": [
"C"
],
"damageTags": [
"P"
],
"miscTags": [
"MA",
"MLW",
"RA",
"RNG"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Dimensional Shambler",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"L"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"N"
],
"ac": [
15
],
"hp": {
"average": 153,
"formula": "18d10 + 54"
},
"speed": {
"walk": 50
},
"initiative": {
"proficiency": 1
},
"str": 20,
"dex": 17,
"con": 17,
"int": 8,
"wis": 11,
"cha": 10,
"save": {
"str": "+8",
"dex": "+6",
"con": "+6",
"int": "+2",
"wis": "+3",
"cha": "+3"
},
"skill": {
"perception": "+3"
},
"senses": [
"Darkvision 60 ft."
],
"passive": 13,
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"frightened",
"poisoned"
],
"languages": [
"all",
"but can't speak"
],
"cr": "8",
"trait": [
{
"name": "Dimensional Attunement",
"entries": [
"A dimensional shambler gains 1 Dimension Point at the end of its turn during combat or when it is otherwise threatened. It begins an encounter with 0 points and can have up to 4."
]
},
{
"name": "Dimensional Warping",
"entries": [
"{@actSave wis} {@dc 14}, if a creature within 30 feet of the dimensional shambler attempts to teleport. {@actSaveFail} The creature doesn't teleport. {@actSaveSuccess} The creature teleports as normal."
]
},
{
"name": "Magic Resistance",
"entries": [
"The dimensional shambler has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The dimensional shambler makes up to four Dimensional Claw attacks and uses Disdainful Banishment. It can't attack the same creature more than twice with Dimensional Claw when it uses Multiattack."
]
},
{
"name": "Dimensional Claw",
"entries": [
"{@atkr m} {@hit 8}, Reach 10 ft. {@h}11 ({@damage 1d10 + 5}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 16}). It can Grapple up to two Medium or smaller creatures at a time."
]
},
{
"name": "Disdainful Banishment",
"entries": [
"{@actSave wis} {@dc 14}, one creature {@condition Grappled|XPHB} by the dimensional shambler. {@actSaveFail} The target is teleported up to 30 feet to an unoccupied space the dimensional shambler can see."
]
}
],
"bonus": [
{
"name": "Dimensional Flurry",
"entries": [
"A dimensional shambler can spend 3 Dimension Points to gain an extra use of Legendary Action. It must use the additional use before its next turn."
]
},
{
"name": "Dimensional Rend",
"entries": [
"A dimensional shambler can spend 1 Dimension Point to extend its claws through space and time, increasing its Reach with Dimensional Claw to 30 feet and allowing it to ignore all cover with those attacks until the end of its turn."
]
},
{
"name": "Dimensional Step",
"entries": [
"A dimensional shambler can spend 3 Dimension Points to teleport itself and all creatures it has {@condition Grappled|XPHB} to a chosen destination it has visited within the past month."
]
},
{
"name": "Teleport",
"entries": [
"The dimensional shambler teleports up to 60 feet to an unoccupied space it can see."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "Attack",
"entries": [
"The dimensional shambler makes up to two Dimensional Claw attacks."
]
},
{
"name": "Shift",
"entries": [
"The dimensional shambler uses Dimensional Step."
]
},
{
"name": "Step",
"entries": [
"The dimensional shambler uses Teleport."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Dimensional%20Shambler.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"D"
],
"actionTags": [
"Multiattack",
"Teleport"
],
"languageTags": [
"CS",
"XX"
],
"damageTags": [
"S"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"grappled"
],
"savingThrowForced": [
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Elder Thing",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"L"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
17
],
"hp": {
"average": 161,
"formula": "14d10 + 84"
},
"speed": {
"walk": 40,
"fly": 80
},
"str": 22,
"dex": 16,
"con": 22,
"int": 17,
"wis": 15,
"cha": 11,
"save": {
"int": "+7",
"wis": "+6"
},
"skill": {
"arcana": "+7",
"medicine": "+6",
"perception": "+6"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 16,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Elder Thing plus 1d6 others"
],
"cr": "9",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The elder thing casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):"
],
"will": [
"{@spell Charm Person|XPHB}",
"{@spell Scorching Ray|XPHB}",
"{@spell Thunderwave|XPHB}"
],
"daily": {
"1": [
"{@spell Cone of Cold|XPHB}",
"{@spell Fear|XPHB}",
"{@spell Ice Storm|XPHB}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The elder thing has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The elder thing makes up to two Grasping Tentacle attacks and uses Spellcasting."
]
},
{
"name": "Grasping Tentacle",
"entries": [
"{@atkr m} {@hit 10}, Reach 20 ft. {@h}11 ({@damage 1d8 + 6}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 18}). While {@condition Grappled|XPHB} the target has the {@condition Restrained|XPHB} condition."
]
},
{
"name": "At Will:",
"entries": [
"{@spell Charm Person|XPHB}, {@spell Scorching Ray|XPHB}, {@spell Thunderwave|XPHB}.",
"1/day: {@spell Cone of Cold|XPHB}, {@spell Fear|XPHB}, {@spell Ice Storm|XPHB}."
]
}
],
"bonus": [
{
"name": "Surgical Eye",
"entries": [
"The elder thing assesses the anatomy of a creature it can see within 30 ft. and makes a {@dc 15} Intelligence ({@skill Medicine}) check. If it succeeds, its attacks against the target are critical hits on die rolls of 18 or higher for the next minute or until it uses Surgical Eye against a different target. If the elder thing succeeds on this check a second time against the same creature, its attacks against the target are instead critical hits on die rolls of 16 or higher for the next minute or until it uses Surgical Eye against a different target."
]
}
],
"legendaryActions": 2,
"legendary": [
{
"name": "Attack",
"entries": [
"The elder thing makes a Grasping Tentacle attack."
]
},
{
"name": "Ghoulish Study",
"entries": [
"The elder thing uses Surgical Eye."
]
},
{
"name": "Sudden Movement",
"entries": [
"The elder thing moves up to its {@variantrule Speed|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Elder%20Thing.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"B"
],
"damageTagsSpell": [
"B",
"C",
"F",
"T"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"grappled",
"restrained"
],
"conditionInflictSpell": [
"charmed",
"frightened"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Flying Polyp",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
15
],
"hp": {
"average": 189,
"formula": "18d12 + 72"
},
"speed": {
"walk": 40,
"fly": 60
},
"initiative": {
"initiative": 6
},
"str": 30,
"dex": 11,
"con": 19,
"int": 15,
"wis": 16,
"cha": 10,
"save": {
"dex": "+4",
"con": "+8",
"wis": "+7"
},
"skill": {
"arcana": "+12",
"intimidation": "+4",
"perception": "+7"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 17,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 others"
],
"cr": "10",
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The flying polyp has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The flying polyp makes up to four Grasping Tentacle attacks and uses Wind Blast (if available)."
]
},
{
"name": "Writhing Tentacles",
"entries": [
"{@atkr m} {@hit 14}, Reach 20 ft. {@h}16 ({@damage 1d10 + 10}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 24}). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition."
]
},
{
"name": "Wind Blast {@recharge 5}",
"entries": [
"{@actSave str} {@dc 24}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the flying polyp can see within 120 feet. {@actSaveFail} 18 ({@damage 4d8}) Cold damage and the target is pushed up to 30 feet away from the flying polyp in a straight line. {@actSaveSuccess} Half damage."
]
}
],
"bonus": [
{
"name": "Grasping Wind",
"entries": [
"{@actSave str} {@dc 24}, on creature within 2,000 feet. The flying polyp must have an unblocked line between it and its target, but the line does not need to be straight. The polyp does not need to see the target. {@actSaveFail} The target's {@variantrule Speed|XPHB} is reduced to 0 and cannot be increased until the end of the flying polyp's next turn. {@actSaveSuccess} No effect."
]
},
{
"name": "Invisibility {@recharge 5}",
"entries": [
"The flying polyp gains the {@condition Invisible|XPHB} condition until the end of its next turn."
]
}
],
"legendaryActions": 2,
"legendary": [
{
"name": "Attack",
"entries": [
"The flying polyp makes a Writhing Tentacles."
]
},
{
"name": "Sudden Movement",
"entries": [
"The flying polyp moves up to its {@variantrule Speed|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Flying%20Polyp.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"B",
"C"
],
"miscTags": [
"AOE",
"MA"
],
"conditionInflict": [
"grappled",
"restrained"
],
"savingThrowForced": [
"strength"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Formless Spawn",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"L"
],
"type": {
"type": "ooze",
"tags": [
"Mythos"
]
},
"alignment": [
"N",
"E"
],
"ac": [
17
],
"hp": {
"average": 138,
"formula": "12d10 + 72"
},
"speed": {
"walk": 40,
"climb": 30
},
"str": 23,
"dex": 15,
"con": 22,
"int": 11,
"wis": 12,
"cha": 11,
"save": {
"str": "+10",
"dex": "+6",
"con": "+10",
"wis": "+5"
},
"skill": {
"arcana": "+4",
"perception": "+5"
},
"senses": [
"Blindsight 60 ft."
],
"passive": 15,
"immune": [
"acid",
"cold",
"lightning",
"slashing"
],
"conditionImmune": [
"charmed",
"deafened",
"exhaustion",
"frightened",
"grappled",
"prone",
"restrained"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "9",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The formless spawn casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):"
],
"will": [
"{@spell Darkness|XPHB}",
"{@spell Locate Object|XPHB}",
"{@spell Silence|XPHB}"
],
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Amorphous",
"entries": [
"The formless spawn can move through a space as narrow as 1 inch without expending extra movement to do so."
]
},
{
"name": "Magic Resistance",
"entries": [
"The formless spawn has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The formless spawn makes up to four attacks, using Bludgeoning Pseudopod or Grasping Tentacle in any combination. It can replace any number of attacks with uses of Crushing Grip or Throw Victim."
]
},
{
"name": "Bludgeoning Pseudopod",
"entries": [
"{@atkr m} {@hit 10}, Reach 10 ft. {@h}17 ({@damage 2d10 + 6}) Bludgeoning damage."
]
},
{
"name": "Crushing Grip",
"entries": [
"{@actSave str} {@dc 18}, one creature {@condition Grappled|XPHB} by the formless spawn. {@actSaveFail} 14 ({@damage 4d6}) Bludgeoning damage. {@actSaveSuccess} Half damage."
]
},
{
"name": "Grasping Tentacle",
"entries": [
"{@atkr m} {@hit 10}, Reach 20 ft. {@h}17 ({@damage 2d10 + 6}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 18}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."
]
},
{
"name": "Throw Victim",
"entries": [
"The formless spawn throws a Medium or smaller creature {@condition Grappled|XPHB} by it to a space it can see within 30 feet of itself that isn't in the air. {@actSave dex} {@dc 18}, the creature thrown and each creature in the destination space. {@actSaveFail} 14 ({@damage 4d6}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only"
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Formless%20Spawn.webp"
},
"traitTags": [
"Amorphous",
"Magic Resistance"
],
"senseTags": [
"B"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"B",
"S"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"grappled",
"prone",
"restrained"
],
"conditionInflictSpell": [
"deafened"
],
"savingThrowForced": [
"dexterity",
"strength"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Gnoph-Keh",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "monstrosity",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
14
],
"hp": {
"average": 150,
"formula": "12d12 + 72"
},
"speed": {
"walk": 50
},
"initiative": {
"initiative": 2
},
"str": 25,
"dex": 11,
"con": 23,
"int": 12,
"wis": 17,
"cha": 10,
"save": {
"str": "+10",
"con": "+9",
"wis": "+6"
},
"skill": {
"athletics": "+10",
"perception": "+6",
"survival": "+6"
},
"senses": [
"Tremorsense 120 ft."
],
"passive": 16,
"immune": [
"cold",
"poison"
],
"conditionImmune": [
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "8",
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The gnoph-keh has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The gnoph-keh makes six Rending Claw attacks."
]
},
{
"name": "Rending Claw",
"entries": [
"{@atkr m} {@hit 10}, Reach 10 ft. {@h}12 ({@damage 1d8 + 7}) Slashing damage."
]
}
],
"bonus": [
{
"name": "Heart of the Storm",
"entries": [
"The gnoph-keh can generate a supernatural storm that fills the area around it in a howling blizzard. Driving snow and wind fill the area in a 300-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} centered on the gnoph-keh. The area is {@variantrule Heavily Obscured|XPHB}, and exposed flames in the area are doused. This effect ends if the gnoph-keh has the {@condition Incapacitated|XPHB} condition or dies. It can also dismiss the effect as a {@variantrule Bonus Action|XPHB}.",
"A creature that ends its turn in this {@variantrule Emanation [Area of Effect]|XPHB|Emanation} takes 3 ({@damage 1d6}) Cold damage."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Gnoph-Keh.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"T"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"C",
"S"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"incapacitated"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Great Cthulhu",
"isNamedCreature": true,
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"G"
],
"type": {
"type": "aberration",
"tags": [
"Mythos Deity"
]
},
"alignment": [
"C",
"E"
],
"ac": [
24
],
"hp": {
"average": 779,
"formula": "38d12 + 380"
},
"speed": {
"walk": 60,
"fly": 120,
"swim": 60
},
"initiative": {
"proficiency": 1
},
"str": 30,
"dex": 15,
"con": 30,
"int": 22,
"wis": 26,
"cha": 17,
"save": {
"str": "+19",
"dex": "+11",
"con": "+19",
"int": "+15",
"wis": "+17",
"cha": "+12"
},
"skill": {
"arcana": "+15",
"history": "+15",
"insight": "+17",
"perception": "+17"
},
"senses": [
"Blindsight 60 ft.",
"Darkvision 120 ft."
],
"passive": 27,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"all"
],
"cr": "30",
"trait": [
{
"name": "Even Death May Die",
"entries": [
"When Great Cthulhu drops to 0 {@variantrule Hit Points|XPHB} or would be killed outright, it instead transforms into a cloud of green mist that fills its space. At the start of each of Great Cthulhu's turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum {@variantrule Hit Points|XPHB} return to normal if they have been reduced and it regains all lost {@variantrule Hit Points|XPHB}. It reforms its physical body in a space of its choice within 10 miles of its location. It then loses all recovery points.",
"If Great Cthulhu is the target of a {@spell Banishment|XPHB} spell while in this cloud form cast with a 9th-level spell slot, it automatically fails its saving throw and is instead sent to R'lyeh where it slumbers for {@dice 10d10} years."
]
},
{
"name": "Horrid Aura",
"entries": [
"A non-mythos entity that starts its turn within 30 feet of Great Cthulhu takes 10 Psychic damage."
]
},
{
"name": "Legendary Resistance (6/Day)",
"entries": [
"If Great Cthulhu fails a saving throw, it can choose to succeed instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Great Cthulhu makes six Crushing Claw attacks."
]
},
{
"name": "Crushing Claw",
"entries": [
"{@atkr m} {@hit 19}, Reach 25 ft. {@h}28 ({@damage 4d8 + 10}) Bludgeoning damage and the target is either knocked {@condition Prone|XPHB} or moved up to 20 ft. in a straight line from Great Cthulhu."
]
},
{
"name": "Apocalyptic Majesty {@recharge 5}",
"entries": [
"{@actSave wis} {@dc 23}, creatures of Great Cthulhu's choice that can see or hear it within 500 ft. {@actSaveFail 1} The target takes 110 ({@damage 20d10}) Psychic damage, and is {@condition Frightened|XPHB} of Great Cthulhu until the end of its next turn, when it repeats the save. {@actSaveFail 2} On its next turn, Great Cthulhu controls the target. This effect ends at the end of that turn."
]
}
],
"legendary": [
{
"name": "Disdainful Swipe",
"entries": [
"Great Cthulhu makes two Crushing Claw attacks."
]
},
{
"name": "Relentless Horror {@recharge 5}",
"entries": [
"Great Cthulhu chooses one of the following options:",
{
"type": "list",
"items": [
"It teleports up to 200 ft. to an unoccupied space.",
"It immediately ends one spell or condition affecting it.",
"It ends one spell or magical effect of its choice within 120 ft. of it."
]
}
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Great%20Cthulhu.webp"
},
"traitTags": [
"Legendary Resistances"
],
"senseTags": [
"B",
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"XX"
],
"damageTags": [
"B",
"Y"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"frightened",
"prone"
],
"savingThrowForced": [
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Great Race of Yith",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"L",
"E"
],
"ac": [
16
],
"hp": {
"average": 210,
"formula": "20d12 + 80"
},
"speed": {
"walk": 60
},
"initiative": {
"initiative": 2
},
"str": 24,
"dex": 10,
"con": 19,
"int": 20,
"wis": 15,
"cha": 11,
"save": {
"con": "+8",
"int": "+9",
"wis": "+6"
},
"skill": {
"arcana": "+9",
"deception": "+4",
"history": "+9",
"nature": "+9",
"perception": "+6",
"religion": "+9"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 16,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 + 2 other languages"
],
"cr": "12",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The Yithian casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):"
],
"will": [
"{@spell Charm Person|XPHB}",
"{@spell Banishment|XPHB}",
"{@spell Dispel Magic|XPHB}",
"{@spell Fly|XPHB}",
"{@spell Lightning Bolt|XPHB}",
"{@spell Misty Step|XPHB}"
],
"daily": {
"1": [
"{@spell Dominate Monster|XPHB}",
"{@spell Foresight|XPHB}",
"{@spell Meteor Swarm|XPHB}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The Yithian has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
},
{
"name": "Time Master",
"entries": [
"When the Yithian rolls {@variantrule Initiative|XPHB}, it may choose to treat the result of its {@dice d20} roll as a 5 or 15. It may also apply this effect to up to six willing creatures it can see."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The Yithian makes two Snapping Claw attacks."
]
},
{
"name": "Snapping Claw",
"entries": [
"{@atkr m} {@hit 11}, Reach 15 ft. {@h}29 ({@damage 4d10 + 7}) Slashing damage."
]
}
],
"legendaryActions": 2,
"legendary": [
{
"name": "Attack",
"entries": [
"The Yithian makes a Snapping Claw attack."
]
},
{
"name": "Spell",
"entries": [
"The Yithian uses Spellcasting, but can only cast spells it can use at will."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Great%20Race%20of%20Yith.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"S"
],
"damageTagsSpell": [
"B",
"F",
"L"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"charmed",
"incapacitated"
],
"savingThrowForcedSpell": [
"charisma",
"dexterity",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Greater Crawling One",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"M"
],
"type": {
"type": "monstrosity",
"tags": [
"Mythos"
]
},
"alignment": [
"L",
"E"
],
"ac": [
16
],
"hp": {
"average": 153,
"formula": "18d8 + 72"
},
"speed": {
"walk": 30
},
"initiative": {
"initiative": 1
},
"str": 8,
"dex": 17,
"con": 19,
"int": 23,
"wis": 16,
"cha": 12,
"save": {
"con": "+8",
"int": "+10",
"wis": "+7"
},
"skill": {
"arcana": "+10",
"insight": "+7",
"perception": "+7"
},
"senses": [
"Darkvision 60 ft.",
"Tremorsense 30 ft."
],
"passive": 17,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "10",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The lesser crawling one casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 18})."
],
"will": [
"{@spell Cone of Cold}",
"{@spell Darkness}",
"{@spell Greater Invisibility}",
"{@spell Hold Monster}",
"{@spell Invisibility}",
"{@spell Wall of Force}"
],
"daily": {
"1": [
"{@spell Bestow Curse}",
"{@spell Delayed Blast Fireball}",
"{@spell Finger of Death}",
"{@spell Forcecage}",
"{@spell Teleport}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The greater crawling one has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
},
{
"name": "Implacable Evil",
"entries": [
"When a greater crawling one is reduced to 0 {@variantrule Hit Points|XPHB}, it falls into a pile of rotting flesh, worms, and maggots. If it takes at least 40 Fire damage before the end of its next turn, the greater crawling one is permanently destroyed. It can still be targeted by spells and effects that target creatures. Otherwise, the greater crawling one reforms in {@dice 2d6} days. The new body appears in an unoccupied space within the tomb it was originally buried in."
]
}
],
"action": [
{
"name": "Slimy Grasp",
"entries": [
"{@atkr m} {@hit 7}, Reach 5 ft. {@h}8 ({@damage 1d8 + 3}) Necrotic damage."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "By My Command",
"entries": [
"The greater crawling one chooses up to three willing Undead or Mythos creatures it can see. Each of the chosen creatures can take a Reaction to move up to its Speed, and each creature gains Advantage on the next attack roll it makes before the greater crawling one's next turn."
]
},
{
"name": "Squirming Escape",
"entries": [
"The greater crawling one teleports up to 60 feet to an unoccupied space it can see."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Greater%20Crawling%20One.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"D",
"T"
],
"languageTags": [
"C"
],
"damageTags": [
"F",
"N"
],
"damageTagsSpell": [
"C",
"F",
"N",
"O"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"invisible",
"paralyzed"
],
"savingThrowForcedSpell": [
"charisma",
"constitution",
"dexterity",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Greater Dark Young of Shub-Niggurath",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"N",
"E"
],
"ac": [
16
],
"hp": {
"average": 261,
"formula": "18d12 + 144"
},
"speed": {
"walk": 60
},
"initiative": {
"proficiency": 1
},
"str": 22,
"dex": 9,
"con": 26,
"int": 12,
"wis": 23,
"cha": 10,
"save": {
"str": "+10",
"con": "+12",
"wis": "+10"
},
"skill": {
"perception": "+10"
},
"senses": [
"Darkvision 60 ft.",
"Tremorsense 30 ft."
],
"passive": 20,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d3 other languages"
],
"cr": "12",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The greater dark young of Shub-Niggurath casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 18}):"
],
"will": [
"{@spell Dispel Magic}",
"{@spell Entangle}",
"{@spell Pass without Trace}",
"{@spell Plant Growth}"
],
"daily": {
"1e": [
"{@spell Call Lightning}",
"{@spell Cone of Cold}",
"{@spell Insect Plague}",
"{@spell Tree Stride}"
]
},
"ability": "wis",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The greater dark young of Shub-Niggurath has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The greater dark young of Shub-Niggurath makes four Flailing Tentacle attacks. It can replace two attacks with a use of Spellcasting."
]
},
{
"name": "Flailing Tentacle",
"entries": [
"{@atkr m} {@hit 10}, Reach 30 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 18})."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "Swarming Tentacles",
"entries": [
"The greater dark young of Shub-Niggurath makes two Flailing Tentacle attacks."
]
},
{
"name": "Clamor of Hooves",
"entries": [
"The greater dark young of Shub-Niggurath moves up to its Speed."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Greater%20Dark%20Young%20of%20Shub-Niggurath.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"D",
"T"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"B"
],
"damageTagsSpell": [
"C",
"L",
"P"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"grappled"
],
"conditionInflictSpell": [
"restrained"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"strength"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Greater Star-Spawn of Cthulhu",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
18
],
"hp": {
"average": 252,
"formula": "24d12 + 96"
},
"speed": {
"walk": 80,
"fly": 60,
"swim": 60
},
"initiative": {
"initiative": 1
},
"str": 22,
"dex": 8,
"con": 19,
"int": 18,
"wis": 15,
"cha": 13,
"save": {
"str": "+11",
"con": "+9",
"wis": "+7"
},
"skill": {
"arcana": "+9",
"history": "+9",
"intimidation": "+6",
"perception": "+7"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 17,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "14",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The greater star-spawn of Cthulhu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):"
],
"will": [
"{@spell Dispel Magic|XPHB}",
"{@spell Fear|XPHB}",
"{@spell Misty Step|XPHB}",
"{@spell Shatter|XPHB}",
"{@spell Suggestion|XPHB}"
],
"daily": {
"1e": [
"{@spell Cone of Cold|XPHB}",
"{@spell Forcecage|XPHB}",
"{@spell Hold Monster|XPHB}",
"{@spell Wall of Force|XPHB}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Amphibious",
"entries": [
"The greater star-spawn of Cthulhu can breathe air and water."
]
},
{
"name": "Magic Resistance",
"entries": [
"The greater star-spawn of Cthulhu has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The greater star-spawn of Cthulhu makes two Crushing Fist attacks."
]
},
{
"name": "Crushing Fist",
"entries": [
"{@atkr m} {@hit 11}, Reach 20 ft. {@h}28 ({@damage 4d10 + 6}) Bludgeoning damage."
]
}
],
"legendaryActions": 2,
"legendary": [
{
"name": "Flabby Claws",
"entries": [
"The greater star-spawn of Cthulhu makes a Crushing Fist attack."
]
},
{
"name": "Eldritch Contradictions",
"entries": [
"The greater star-spawn of Cthulhu uses Spellcasting."
]
},
{
"name": "Ravening for Delight",
"entries": [
"The greater star-spawn of Cthulhu moves up to its {@variantrule Speed|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Greater%20Star-Spawn%20of%20Cthulhu.webp"
},
"traitTags": [
"Amphibious",
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"B"
],
"damageTagsSpell": [
"C",
"T"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"charmed",
"frightened",
"paralyzed"
],
"savingThrowForcedSpell": [
"charisma",
"constitution",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Hunting Horror",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
17
],
"hp": {
"average": 184,
"formula": "16d12 + 80"
},
"speed": {
"walk": 40,
"fly": 120
},
"str": 23,
"dex": 16,
"con": 20,
"int": 15,
"wis": 17,
"cha": 12,
"save": {
"str": "+10",
"dex": "+7",
"wis": "+7"
},
"skill": {
"arcana": "+6",
"investigation": "+6",
"perception": "+7",
"survival": "+11"
},
"senses": [
"Blindsight 90 ft.",
"Darkvision 120 ft."
],
"passive": 17,
"immune": [
"poison"
],
"conditionImmune": [
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d6 other languages"
],
"cr": "11",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The hunting horror casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):"
],
"will": [
"{@spell Dispel Magic|XPHB}",
"{@spell Feather Fall|XPHB}"
],
"daily": {
"1e": [
"{@spell Arcane Eye|XPHB}",
"{@spell Dimension Door|XPHB}",
"{@spell Lightning Bolt|XPHB}",
"{@spell Locate Creature|XPHB}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Light Sensitivity",
"entries": [
"While in {@variantrule Bright Light|XPHB}, the hunting horror has {@variantrule Disadvantage|XPHB} on attack rolls and checks."
]
},
{
"name": "Magic Resistance",
"entries": [
"The hunting horror has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The hunting horror makes one Bite attack and one Tail attack, It can replace one attack with a use of Spellcasting."
]
},
{
"name": "Bite",
"entries": [
"{@atkr m} {@hit 10}, Reach 20 ft. {@h}17 ({@damage 2d10 + 6}) Piercing damage."
]
},
{
"name": "Tail",
"entries": [
"{@atkr m} {@hit 10}, Reach 20 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 18})."
]
}
],
"bonus": [
{
"name": "Prey's Doom",
"entries": [
"The horror unravels a target's life force with a bite. The hunting horror studies one creature it can see within 30 feet of itself. For 1 minute, once on each of the hunting horror's turns when it hits the target with an attack roll using its Bite attack, it can cause the target to take an extra 18 ({@damage 4d8}) Necrotic damage, and the target can't regain {@variantrule Hit Points|XPHB} until the end of hunting horror's next turn. On each of the hunting horror's subsequent turns, it can take a {@variantrule Bonus Action|XPHB} to deal 18 ({@damage 4d8}) Necrotic damage to the target automatically.",
"This effect ends if the target is ever outside the range, if it has {@variantrule Cover|XPHB|Total Cover} from the hunting horror, if it is on a different plane of existence, or if hunting horror uses this {@variantrule Bonus Action|XPHB} on a different creature."
]
}
],
"legendaryActions": 2,
"legendary": [
{
"name": "Gnashing Teeth",
"entries": [
"The hunting horror makes one Bite attack."
]
},
{
"name": "Crushing Horror",
"entries": [
"A creature {@condition Grappled|XPHB} by the hunting horror takes 22 ({@damage 4d10}) Bludgeoning damage."
]
},
{
"name": "Pursuit of Prey",
"entries": [
"The hunting horror moves up to its {@variantrule Speed|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Hunting%20Horror.webp"
},
"traitTags": [
"Light Sensitivity",
"Magic Resistance"
],
"senseTags": [
"B",
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"B",
"N",
"P"
],
"damageTagsSpell": [
"L",
"O"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"grappled"
],
"savingThrowForcedSpell": [
"dexterity"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Lesser Crawling One",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"M"
],
"type": {
"type": "monstrosity",
"tags": [
"Mythos"
]
},
"alignment": [
"L",
"E"
],
"ac": [
14
],
"hp": {
"average": 59,
"formula": "9d8 + 18"
},
"speed": {
"walk": 30
},
"str": 8,
"dex": 13,
"con": 15,
"int": 19,
"wis": 12,
"cha": 12,
"save": {
"con": "+4",
"int": "+6",
"wis": "+3"
},
"skill": {
"arcana": "+6",
"insight": "+3",
"perception": "+3"
},
"senses": [
"Darkvision 60 ft."
],
"passive": 13,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "3",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The lesser crawling one casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):"
],
"will": [
"{@spell Darkness}",
"{@spell Hold Person}",
"{@spell Invisibility}",
"{@spell Magic Missile}",
"{@spell Ray of Sickness}"
],
"daily": {
"1": [
"{@spell Bestow Curse}",
"{@spell Dispel Magic}",
"{@spell Fear}",
"{@spell Shatter}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The lesser crawling one has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
},
{
"name": "Relentless Evil",
"entries": [
"When a lesser crawling one is reduced to 0 {@variantrule Hit Points|XPHB}, it falls into a pile of rotting flesh, worms, and maggots. If it takes at least 15 Fire damage before the end of its next turn, the lesser crawling one is permanently destroyed. It can still be targeted by spells and effects that target creatures. Otherwise, the lesser crawling one reforms in {@dice 2d6} days. The new body appears in an unoccupied space within the tomb it was originally buried in."
]
}
],
"action": [
{
"name": "Slimy Grasp",
"entries": [
"{@atkr m} {@hit 3}, Reach 5 ft. {@h}6 ({@damage 1d8 + 1}) Necrotic damage, and a Medium or smaller creature has its Speed reduced by 10 feet until the end of its next turn as it is covered in slime and maggots."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "By My Command",
"entries": [
"The lesser crawling one chooses up to three willing Undead or Mythos creatures it can see. Each of the chosen creatures can take a Reaction to move up to its Speed, and each creature gains Advantage on the next attack roll it makes before the lesser crawling one's next turn."
]
},
{
"name": "Squirming Escape",
"entries": [
"The lesser crawling one teleports up to 60 feet to an unoccupied space it can see."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Lesser%20Crawling%20One.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"D"
],
"languageTags": [
"C"
],
"damageTags": [
"F",
"N"
],
"damageTagsSpell": [
"I",
"N",
"O",
"T"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"frightened",
"invisible",
"paralyzed",
"poisoned"
],
"savingThrowForcedSpell": [
"constitution",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Lesser Dark Young of Shub-Niggurath",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"L"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"N",
"E"
],
"ac": [
12
],
"hp": {
"average": 105,
"formula": "10d10 + 50"
},
"speed": {
"walk": 40
},
"initiative": {
"proficiency": 1
},
"str": 17,
"dex": 9,
"con": 21,
"int": 12,
"wis": 17,
"cha": 10,
"save": {
"str": "+5",
"con": "+7",
"wis": "+5"
},
"skill": {
"perception": "+5"
},
"senses": [
"Darkvision 60 ft.",
"Tremorsense 30 ft."
],
"passive": 15,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d3 other languages"
],
"cr": "4",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The lesser dark young of Shub-Niggurath casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):"
],
"will": [
"{@spell Dispel Magic}",
"{@spell Entangle}",
"{@spell Pass without Trace}",
"{@spell Plant Growth}"
],
"ability": "wis",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The lesser dark young of Shub-Niggurath has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The lesser dark young of Shub-Niggurath makes four Flailing Tentacle attacks. It can replace two attacks with a use of Spellcasting."
]
},
{
"name": "Flailing Tentacle",
"entries": [
"{@atkr m} {@hit 5}, Reach 20 ft. {@h}8 ({@damage 1d8 + 3}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13})."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "Swarming Tentacles",
"entries": [
"The lesser dark young of Shub-Niggurath makes two Flailing Tentacle attacks."
]
},
{
"name": "Clamor of Hooves",
"entries": [
"The lesser dark young of Shub-Niggurath moves up to its Speed."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Lesser%20Dark%20Young%20of%20Shub-Niggurath.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"D",
"T"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"B"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"grappled"
],
"conditionInflictSpell": [
"restrained"
],
"savingThrowForcedSpell": [
"strength"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Lesser Star-Spawn of Cthulhu",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"L"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
15
],
"hp": {
"average": 153,
"formula": "18d10 + 54"
},
"speed": {
"walk": 60,
"fly": 40,
"swim": 60
},
"str": 20,
"dex": 8,
"con": 17,
"int": 15,
"wis": 12,
"cha": 11,
"save": {
"str": "+8",
"con": "+6",
"wis": "+4"
},
"skill": {
"arcana": "+5",
"history": "+5",
"intimidation": "+3",
"perception": "+4"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 14,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "6",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The lesser star-spawn of Cthulhu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):"
],
"will": [
"{@spell Dispel Magic|XPHB}",
"{@spell Fear|XPHB}",
"{@spell Misty Step|XPHB}",
"{@spell Shatter|XPHB}",
"{@spell Suggestion|XPHB}"
],
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Amphibious",
"entries": [
"The lesser star-spawn of Cthulhu can breathe air and water."
]
},
{
"name": "Magic Resistance",
"entries": [
"The lesser star-spawn of Cthulhu has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The lesser star-spawn of Cthulhu makes two Crushing Fist attacks."
]
},
{
"name": "Crushing Fist",
"entries": [
"{@atkr m} {@hit 8}, Reach 15 ft. {@h}22 ({@damage 3d10 + 5}) Bludgeoning damage."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "Flabby Claws",
"entries": [
"The lesser star-spawn of Cthulhu makes one Crushing Fist attack."
]
},
{
"name": "Eldritch Contradictions",
"entries": [
"The lesser star-spawn of Cthulhu uses Spellcasting."
]
},
{
"name": "Ravening for Delight",
"entries": [
"The lesser star-spawn of Cthulhu moves up to its {@variantrule Speed|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Lesser%20Star-Spawn%20of%20Cthulhu.webp"
},
"traitTags": [
"Amphibious",
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"B"
],
"damageTagsSpell": [
"T"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"charmed",
"frightened"
],
"savingThrowForcedSpell": [
"constitution",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Mi-Go",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"M"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"L",
"E"
],
"ac": [
17
],
"hp": {
"average": 104,
"formula": "16d8 + 32"
},
"speed": {
"walk": 30,
"fly": 50
},
"str": 11,
"dex": 15,
"con": 15,
"int": 18,
"wis": 15,
"cha": 11,
"save": {
"con": "+5",
"wis": "+5"
},
"skill": {
"arcana": "+7",
"medicine": "+7",
"perception": "+5"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 15,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "7",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The mi-go casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):"
],
"will": [
"{@spell Darkness|XPHB}",
"{@spell Hypnotic Pattern|XPHB}"
],
"daily": {
"1": [
"{@spell Cone of Cold|XPHB}",
"{@spell Disintegrate|XPHB}",
"{@spell Wall of Force|XPHB}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Magic Resistance",
"entries": [
"The mi-go has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
},
{
"name": "Space Traveler",
"entries": [
"The mi-go does not need to breathe air."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The mi-go makes two Claw attacks and uses Spellcasting."
]
},
{
"name": "Claw",
"entries": [
"{@atkr m} {@hit 5}, Reach 5 ft. {@h}7 ({@damage 1d8 + 2}) Piercing damage."
]
}
],
"bonus": [
{
"name": "Hideous Counsel",
"entries": [
"The mi-go confers with a human brain it has sealed away in a jar. The specimen is specifically chosen for the knowledge it can provide to the mi-go, allowing it to adapt to a variety of situations. The mi-go chooses one of the following benefits: It gains {@variantrule Advantage|XPHB} on attack rolls until the end of its turn.",
"It uses the Dodge action as part of this {@variantrule Bonus Action|XPHB}.",
"It gains a +2 bonus to its spell save DC until the end of its turn."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Mi-Go.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"P"
],
"damageTagsSpell": [
"C",
"O"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"charmed",
"incapacitated"
],
"savingThrowForcedSpell": [
"constitution",
"dexterity",
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Nyarlathotep",
"isNamedCreature": true,
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "monstrosity",
"tags": [
"Mythos Deity"
]
},
"alignment": [
"C",
"E"
],
"ac": [
18
],
"hp": {
"average": 273,
"formula": "26d12 + 104"
},
"speed": {
"walk": 60
},
"initiative": {
"proficiency": 1
},
"str": 26,
"dex": 17,
"con": 19,
"int": 22,
"wis": 19,
"cha": 24,
"save": {
"int": "+12",
"wis": "+10",
"cha": "+13"
},
"skill": {
"arcana": "+12",
"deception": "+16",
"insight": "+10",
"investigation": "+12",
"perception": "+10"
},
"senses": [
"Blindsight 120 ft.",
"Darkvision 240 ft."
],
"passive": 20,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"all"
],
"cr": "19",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"Nyarlathotep casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 20}):"
],
"will": [
"{@spell Charm Monster|XPHB}",
"{@spell Dispel Magic|XPHB}",
"{@spell Invisibility|XPHB}",
"{@spell Misty Step|XPHB}",
"{@spell Pass without Trace|XPHB}"
],
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Defeat from Victory",
"entries": [
"When Nyarlathotep drops to 0 {@variantrule Hit Points|XPHB} or would be killed outright, he is not slain. Instead, his body ripples with energy as it undergoes a horrific transformation. He returns to whatever strange realm he dwells in as his defeated form is torn apart by unseen forces. Mythos creatures with a combined CR of up to 20 emerge from the pile of gore, occupying the nearest, empty space. These creatures attack those who were hostile to Nyarlathotep and fight to the death."
]
},
{
"name": "Legendary Resistance (4/Day)",
"entries": [
"If Nyarlathotep fails a saving throw, it can choose to succeed instead."
]
},
{
"name": "Magic Resistance",
"entries": [
"Nyarlathotep has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
},
{
"name": "Poisoned Words, Rotten Soul",
"entries": [
"A creature that succeeds in a Wisdom ({@skill Insight|XPHB}) check to detect one of Nyarlathotep's lies takes 66 ({@damage 12d10}) Psychic damage and cannot communicate with other creatures for {@dice 3d6} minutes. A creature killed by this trait appears to have died of a heart attack or similar cause."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Nyarlathotep makes two Rending Claw attacks and two Piercing Talon attacks."
]
},
{
"name": "Rending Claw",
"entries": [
"{@atkr m} {@hit 14}, Reach 15 ft. {@h}22 ({@damage 3d8 + 8}) Slashing damage and the target gains the {@condition Prone|XPHB} condition."
]
},
{
"name": "Piercing Talon",
"entries": [
"{@atkr m} {@hit 14}, Reach 5 ft. {@h}14 ({@damage 1d10 + 8}) Piercing damage. {@condition Prone|XPHB} creatures have {@variantrule Vulnerability|XPHB} to this attack's damage."
]
},
{
"name": "Horrid Tongue Lash {@recharge 5}",
"entries": [
"{@actSave con} {@dc 24}, creatures of Nyarlathotep's choice within 20 ft. of it; {@actSaveFail} The target takes 66 ({@damage 12d10}) acid damage. {@actSaveSuccess} Half damage."
]
},
{
"name": "Shape-Shift",
"entries": [
"Nyarlathotep shape-shifts into a Small or Medium Humanoid, or it returns to this form. Other than his size, his game statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed."
]
}
],
"legendary": [
{
"name": "Swift Claw",
"entries": [
"Nyarlathotep makes a Rending Claw attack."
]
},
{
"name": "Incite Delirium",
"entries": [
"{@actSave wis} {@dc 20}, one creature within 120 ft. of Nyarlathotep of its choice; {@actSaveFail} The target uses its {@variantrule Reaction|XPHB} to make a weapon attack against a target of Nyarlathotep's choice."
]
},
{
"name": "Relentless Horror {@recharge 5}",
"entries": [
"Nyarlathotep chooses one of the following options:",
{
"type": "list",
"items": [
"It teleports up to 200 ft. to an unoccupied space.",
"It immediately ends one spell or condition affecting it.",
"It ends one spell or magical effect of its choice within 120 ft. of it."
]
}
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Nyarlathotep.webp"
},
"traitTags": [
"Legendary Resistances",
"Magic Resistance"
],
"senseTags": [
"B",
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"XX"
],
"damageTags": [
"A",
"P",
"S",
"Y"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA"
],
"conditionInflictSpell": [
"charmed",
"invisible"
],
"savingThrowForced": [
"constitution",
"wisdom"
],
"savingThrowForcedSpell": [
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Rat-Thing",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"T"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"N",
"E"
],
"ac": [
12
],
"hp": {
"average": 14,
"formula": "4d4 + 4"
},
"speed": {
"walk": 30
},
"str": 5,
"dex": 15,
"con": 13,
"int": 14,
"wis": 17,
"cha": 11,
"save": {
"dex": "+4",
"int": "+4",
"wis": "+5"
},
"skill": {
"arcana": "+4",
"history": "+4",
"insight": "+5",
"investigation": "+4",
"religion": "+4",
"stealth": "+4"
},
"senses": [
"Darkvision 30 ft."
],
"passive": 13,
"languages": [
"Common plus 1d4 other languages"
],
"cr": "1/4",
"trait": [
{
"name": "Hexing Aura",
"entries": [
"Each creature of the rat-thing's choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the rat-thing gains a +1 bonus to its spell save DC."
]
},
{
"name": "Magic Resistance",
"entries": [
"The rat-thing has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Bite",
"entries": [
"{@atkr m} {@hit 4}, Reach 5 ft. {@h}4 ({@damage 1d3 + 2}) Piercing damage."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Rat-Thing.webp"
},
"traitTags": [
"Magic Resistance"
],
"senseTags": [
"D"
],
"languageTags": [
"C"
],
"damageTags": [
"P"
],
"miscTags": [
"MA"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Shadow Spirit",
"source": "CthulhuTorchlight",
"page": 0,
"summonedBySpell": "Summon Shadow|CthulhuTorchlight",
"summonedBySpellLevel": 5,
"size": [
"M"
],
"type": "undead",
"alignment": [
"N"
],
"ac": [
{
"special": "11 + the spell's level"
}
],
"hp": {
"special": "50 (Assassin only) or 40 (Infiltrator only) + 10 for each spell level above 5"
},
"speed": {
"walk": 30,
"fly": {
"number": 40,
"condition": "(Infiltrator only)"
}
},
"str": 10,
"dex": 20,
"con": 15,
"int": 10,
"wis": 10,
"cha": 12,
"senses": [
"Darkvision 60 ft."
],
"passive": 10,
"resist": [
"necrotic"
],
"immune": [
"cold"
],
"pbNote": "equals your Proficiency Bonus",
"trait": [
{
"name": "Incorporeal Passage",
"entries": [
"The spirit can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes {@damage 1d10} Force damage for every 5 feet traveled."
]
},
{
"name": "Shadow Stealth",
"entries": [
"The spirit may take the {@action Hide|XPHB} action as a {@variantrule Bonus Action|XPHB} when in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The spirit makes a number of attacks equal to half this spell's level (round down)."
]
},
{
"name": "Chill Touch (Infiltrator Only)",
"entries": [
"{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, Reach 5 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Cold damage."
]
},
{
"name": "Deathly Bolt (Assassin Only)",
"entries": [
"{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 150 ft. {@h}{@damage 2d4 + 3 + summonSpellLevel} Cold damage. If the spirit was hidden when it made the attack, the attack deals an additional {@damage 2d4} Cold damage."
]
}
],
"traitTags": [
"Incorporeal Movement"
],
"senseTags": [
"D"
],
"actionTags": [
"Multiattack"
],
"damageTags": [
"C",
"O"
],
"miscTags": [
"MA",
"RA"
]
},
{
"name": "Shoggoth",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
17
],
"hp": {
"average": 276,
"formula": "24d12 + 120"
},
"speed": {
"walk": 60,
"swim": 40
},
"str": 24,
"dex": 11,
"con": 20,
"int": 8,
"wis": 12,
"cha": 7,
"save": {
"str": "+15",
"dex": "+5",
"con": "+10",
"int": "+4",
"wis": "+6",
"cha": "+3"
},
"skill": {
"perception": "+6"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 16,
"immune": [
"acid",
"necrotic",
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"deafened",
"frightened",
"poisoned",
"prone"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "15",
"trait": [
{
"name": "Amorphous",
"entries": [
"The shoggoth can move through a space as narrow as 1 foot without expending extra movement to do so."
]
},
{
"name": "Amphibious",
"entries": [
"The shoggoth can breathe air and water."
]
},
{
"name": "Magic Resistance",
"entries": [
"The shoggoth has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The shoggoth makes four attacks, using Horrid Tendril or Hurled Mucous in any combination. It can't attack the same target more than once."
]
},
{
"name": "Horrid Tendril",
"entries": [
"{@atkr m} {@hit 15}, Reach 20 ft. {@h}21 ({@dice 2d10 + 10}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 20}), and it has the {@condition Restrained|XPHB} condition until the grapple ends. It can Grapple up to four Large or smaller creatures at a time."
]
},
{
"name": "Hurled Mucous",
"entries": [
"{@atkr r} {@hit 15}, range 200 ft. {@h}21 ({@damage 2d10 + 10}) Acid damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."
]
},
{
"name": "Slime Wave {@recharge 5}",
"entries": [
"{@actSave dex} {@dc 20}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 44 ({@damage 8d10}) Acid damage. {@actSaveSuccess} Half damage. For 1 minute, the area within the {@variantrule Cone [Area of Effect]|XPHB|Cone} is drenched with slimy acid. When a creature enters the area for the first time on a turn or ends its turn there, it takes 22 ({@damage 4d10}) Acid damage. A creature can take this damage only once per turn."
]
}
],
"bonus": [
{
"name": "Horrid Digestion",
"entries": [
"{@actSave con} {@dc 23}, one creature {@condition Grappled|XPHB} by the shoggoth. {@actSaveFail} The target takes 32 ({@damage 4d10 + 10}) Acid damage."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "Thrash of Shifting Forms",
"entries": [
"The shoggoth makes a Horrid Tendril or Hurled Mucous attack."
]
},
{
"name": "Bear Down Upon",
"entries": [
"The shoggoth moves up to its {@variantrule Speed|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Shoggoth.webp"
},
"traitTags": [
"Amorphous",
"Amphibious",
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"A",
"B"
],
"miscTags": [
"MA",
"RA",
"RCH"
],
"conditionInflict": [
"grappled",
"prone",
"restrained"
],
"savingThrowForced": [
"constitution",
"dexterity"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Shoggoth (Ancient)",
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"H"
],
"type": {
"type": "aberration",
"tags": [
"Mythos"
]
},
"alignment": [
"C",
"E"
],
"ac": [
17
],
"hp": {
"average": 276,
"formula": "24d12 + 120"
},
"speed": {
"walk": 60,
"swim": 40
},
"str": 24,
"dex": 11,
"con": 20,
"int": 18,
"wis": 12,
"cha": 7,
"save": {
"str": "+12",
"con": "+10",
"int": "+9",
"wis": "+6"
},
"skill": {
"arcana": "+9",
"deception": "+3",
"history": "+9",
"insight": "+6",
"perception": "+6"
},
"senses": [
"Darkvision 120 ft."
],
"passive": 16,
"immune": [
"acid",
"necrotic",
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"deafened",
"frightened",
"poisoned",
"prone"
],
"languages": [
"Common plus 1d4 other languages"
],
"cr": "15",
"spellcasting": [
{
"name": "Spellcasting",
"type": "spellcasting",
"headerEntries": [
"The ancient shoggoth casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):"
],
"will": [
"{@spell Detect Thoughts|XPHB}",
"{@spell Mage Hand|XPHB}"
],
"daily": {
"1e": [
"{@spell Dispel Magic|XPHB}",
"{@spell Fabricate|XPHB}",
"{@spell Legend Lore|XPHB}",
"{@spell Stone Shape|XPHB}"
]
},
"ability": "int",
"displayAs": "action"
}
],
"trait": [
{
"name": "Amorphous",
"entries": [
"The shoggoth can move through a space as narrow as 1 foot without expending extra movement to do so."
]
},
{
"name": "Amphibious",
"entries": [
"The shoggoth can breathe air and water."
]
},
{
"name": "Magic Resistance",
"entries": [
"The shoggoth has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The shoggoth makes four attacks, using Horrid Tendril or Hurled Mucous in any combination. It can't attack the same target more than once."
]
},
{
"name": "Horrid Tendril",
"entries": [
"{@atkr m} {@hit 15}, Reach 20 ft. {@h}21 ({@damage 2d10 + 10}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 20}), and it has the {@condition Restrained|XPHB} condition until the grapple ends. It can Grapple up to four Large or smaller creatures at a time."
]
},
{
"name": "Hurled Mucous",
"entries": [
"{@atkr r} {@hit 15}, range 200 ft. {@h}21 ({@damage 2d10 + 10}) Acid damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."
]
},
{
"name": "Slime Wave {@recharge 5}",
"entries": [
"{@actSave dex} {@dc 20}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 44 ({@damage 8d10}) Acid damage. {@actSaveSuccess} Half damage. For 1 minute, the area within the {@variantrule Cone [Area of Effect]|XPHB|Cone} is drenched with slimy acid. When a creature enters the area for the first time on a turn or ends its turn there, it takes 22 ({@damage 4d10}) Acid damage. A creature can take this damage only once per turn."
]
}
],
"bonus": [
{
"name": "Horrid Digestion",
"entries": [
"{@actSave con} {@dc 23}, one creature {@condition Grappled|XPHB} by the shoggoth. {@actSaveFail} The target takes 32 ({@damage 4d10 + 10}) Acid damage."
]
}
],
"legendaryActions": 1,
"legendary": [
{
"name": "Thrash of Shifting Forms",
"entries": [
"The shoggoth makes a Horrid Tendril or Hurled Mucous attack."
]
},
{
"name": "Bear Down Upon",
"entries": [
"The shoggoth moves up to its {@variantrule Speed|XPHB}."
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Shoggoth.webp"
},
"traitTags": [
"Amorphous",
"Amphibious",
"Magic Resistance"
],
"senseTags": [
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"C"
],
"damageTags": [
"A",
"B"
],
"spellcastingTags": [
"O"
],
"miscTags": [
"MA",
"RA",
"RCH"
],
"conditionInflict": [
"grappled",
"prone",
"restrained"
],
"savingThrowForced": [
"constitution",
"dexterity"
],
"savingThrowForcedSpell": [
"wisdom"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
},
{
"name": "Shub-Niggurath",
"isNamedCreature": true,
"source": "CthulhuTorchlight",
"page": 0,
"size": [
"C"
],
"type": {
"type": "plant",
"tags": [
"Mythos Deity"
]
},
"alignment": [
"C",
"E"
],
"ac": [
21
],
"hp": {
"average": 615,
"formula": "30d20 + 300"
},
"speed": {
"walk": 50
},
"initiative": {
"initiative": 16
},
"str": 30,
"dex": 12,
"con": 30,
"int": 19,
"wis": 22,
"cha": 29,
"save": {
"str": "+17",
"dex": "+8",
"con": "+17",
"int": "+11",
"wis": "+13",
"cha": "+16"
},
"skill": {
"insight": "+13",
"nature": "+11",
"perception": "+13",
"survival": "+13"
},
"senses": [
"Blindsight 60 ft.",
"Darkvision 120 ft."
],
"passive": 23,
"immune": [
"poison"
],
"conditionImmune": [
"blinded",
"charmed",
"frightened",
"poisoned"
],
"languages": [
"all"
],
"cr": "24",
"trait": [
{
"name": "Boundless Horror",
"entries": [
"When Shub-Niggurath drops to 0 {@variantrule Hit Points|XPHB} or would be killed outright, it instead transforms into a swarm of insects that fill its space. At the start of each of Shub-Niggurath's turns, it gains one recovery point but otherwise cannot use actions or legendary actions other than Relentless Horror. When it gains its fourth recovery point, its maximum {@variantrule Hit Points|XPHB} return to normal if they have been reduced and it regains all lost {@variantrule Hit Points|XPHB}. It reforms its physical body in a space of its choice within 10 miles of its location. It then loses all recovery points.",
"If Shub-Niggurath's space is filled with magical fire it is banished from the world and prevented from returning for {@dice 4d10} years."
]
},
{
"name": "Horrid Garden",
"entries": [
"Horrid vines, slick acidic dew and covering in flesh, gnawing mouths erupt from the ground in a 120-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Shub-Niggurath. The effect of this trait depends on its level. When Shub-Niggurath rolls initiative, set this trait's level to 0. The trait's level increase by 1 after each of Shub-Niggurath's turns to a maximum of 3. Use the highest AC bonus granted by this trait. Shub-Niggurath gains the benefits of this trait's current level and all lower ones. These benefits end when Shub-Niggurath is no longer threatened by hostile creatures.",
{
"type": "entries",
"name": "Level 0",
"entries": [
"No effect."
]
},
{
"type": "entries",
"name": "Level 1",
"entries": [
"The ground in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} is {@variantrule Difficult Terrain|XPHB} for non-Plants. At the end of Shub-Niggurath's turns, including the turn in which this trait reached level 1, two awakened trees appear in open spots in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} of Shub-Niggurath's choice. They immediately roll initiative and aid their Dark Mother."
]
},
{
"type": "entries",
"name": "Level 2",
"entries": [
"A non-plant takes 15 Acid damage, or 30 Acid damage if it has the {@condition Prone|XPHB} condition, when it ends its turn in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}."
]
},
{
"type": "entries",
"name": "Level 3",
"entries": [
"Plants have {@variantrule Advantage|XPHB} on all attack rolls made against non-Plants in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. A creature hit by a Plant's melee attack gains the {@condition Prone|XPHB} condition."
]
}
]
},
{
"name": "Legendary Resistance (4/Day)",
"entries": [
"If Shub-Niggurath fails a saving throw, it can choose to succeed instead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"Shub-Niggurath makes four total Grasping Tendril and Stomping Hoff attacks."
]
},
{
"name": "Grasping Tendril",
"entries": [
"{@atkr m} {@hit 17}, Reach 30 ft. {@h}21 ({@damage 2d10 + 10}) Bludgeoning damage and the target is moved to the open space closest to Shub-Niggurath."
]
},
{
"name": "Stomping Hoof",
"entries": [
"{@atkr m} {@hit 17}, Reach 10 ft. {@h}32 ({@damage 4d10 + 10}) Bludgeoning damage and the target gains the {@condition Prone|XPHB} condition."
]
},
{
"name": "The Earth Hungers {@recharge}",
"entries": [
"{@actSave str} {@dc 25}, creatures of Shub-Niggurath's choice within 200 ft. of Shub-Niggurath and the ground. {@actSaveFail} The target takes 110 ({@damage 20d10}) Bludgeoning damage, is pulled to the ground beneath it if it is flying, and gains the {@condition Prone|XPHB} and {@condition Restrained|XPHB} conditions as fibrous plant tendrils erupt from the ground. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. {@actSaveSuccess} Half damage, and the target is pulled to the ground beneath it if it is flying."
]
}
],
"bonus": [
{
"name": "Tree Walk",
"entries": [
"Shub-Niggurath may teleport to any open space, provided she ends that teleportation within 10 feet of a friendly Plant creature she can see."
]
}
],
"legendary": [
{
"name": "Hungry Tendril",
"entries": [
"Shub-Niggurath makes a Grasping Tendril Attack"
]
},
{
"name": "Rapid Maneuver",
"entries": [
"Shub-Niggurath uses its Tree Walk {@variantrule Bonus Action|XPHB}. It can't take this action again until the start of its next turn."
]
},
{
"name": "Relentless Horror {@recharge 5}",
"entries": [
"Shub-Niggurath chooses one of the following options:",
{
"type": "list",
"items": [
"It teleports up to 200 ft. to an unoccupied space.",
"It immediately ends one spell or condition affecting it.",
"It ends one spell or magical effect of its choice within 120 ft. of it."
]
}
]
}
],
"tokenHref": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Tokens/Shub-Niggurath.webp"
},
"traitTags": [
"Legendary Resistances"
],
"senseTags": [
"B",
"SD"
],
"actionTags": [
"Multiattack"
],
"languageTags": [
"XX"
],
"damageTags": [
"A",
"B"
],
"miscTags": [
"MA"
],
"conditionInflict": [
"prone",
"restrained"
],
"savingThrowForced": [
"strength"
],
"hasToken": true,
"hasFluff": true,
"hasFluffImages": true
}
],
"monsterFluff": [
{
"name": "Colour Out of Space",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"The shaft of phosphorescence from the well brought a sense of doom and abnormality which far outraced any image their conscious minds could form. It was no longer shining out, it was pouring out; and as the shapeless stream of unplaceable colour left the well it seemed to flow directly into the sky."
],
"from": "H.P. Lovecraft, The Colour Out of Space"
}
]
},
"A colour out of space is a sentient organism that is an insubstantial, amorphous patch of color. It glistens in the light, displaying a variety of mind-bending colors that have no analog in the spectrum familiar to living folk. It pours across the ground or seeps through the air, always seeking new victims to devour.",
{
"type": "entries",
"name": "Unholy Colonists",
"entries": [
"A colour out of space emerges from the depths of the dark void between the stars. It falls to the ground and begins to subvert and corrupt the environment around it. Its voracious hunger and baleful presence causes the ecosystem to wither and rot. Plants grow wild, but they are covered with tumors and warped growths. Animals and insects are born with twisted limbs, strange coloration, and hideous fangs and claws. These creatures prey upon those who stumble into the infested region, turning the area into a wasteland. These beasts and other living creatures that dwell in the area, including humans, take on the colour's strange hue and work to keep the colour safe from outside interference."
]
},
{
"type": "entries",
"name": "A Legacy of Ruin",
"entries": [
"The colour out of space drains the life from the region it infests, the growing corruption and ecological ruin mirroring its ability to drain the area's life and vitality. Eventually, the region is rendered utterly barren. Even the warped plants and creatures that result from the colour's influence die out. The colour, having sated its hunger, then departs into space."
]
},
{
"type": "entries",
"name": "Homefield Advantage",
"entries": [
"The area infested by the colour offers a variety of benefits to the creatures that aid it. Creatures under the colour's influence gain the Mythos tag and the following benefits while active in the region it feeds upon:",
{
"type": "list",
"items": [
"They ignore the effects of {@variantrule Difficult Terrain|XPHB}.",
"They have {@variantrule Advantage|XPHB} on all Wisdom ({@skill Perception|XPHB}) and Dexterity ({@skill Stealth|XPHB}) checks.",
"They have {@sense Tremorsense|XPHB} with a range of 10 feet."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-020.color-out-space.webp"
},
"width": 850,
"height": 1047
}
]
},
{
"name": "Crawling One",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Wisely did Ibn Schacabac say, that happy the town at night whose wizards are all ashes. For it is of old rumor that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth's pores ought to suffice, and things have learnt to walk that ought to crawl."
],
"from": "H.P. Lovecraft, The Festival"
}
]
},
"A crawling one is composed of thousands of worms and maggots. Each worm is individually alive and constantly squirms, though, together, they generally hold the shape of a human body. The collective mass of wriggling creatures possesses the mind of a dead spellcaster, long since devoured by the maggoty horde. The ingested \"will\" of the mage effectively drives the mass to continue the mage's foul deeds.",
{
"type": "entries",
"name": "Ambition Beyond the Grave",
"entries": [
"A crawling one arises from the baleful will of a dead cultist. When a powerful spellcaster, usually one pledged to the Cthulhu Mythos, dies, the mage's ambition, evil, and thirst for power linger on. This aura of evil acts as a beacon, drawing hungry worms and maggots to the moldering corpse. As the vermin devour the body, the spellcaster's evil presence spreads throughout the devourers. They become a collective entity that allows the cultist to arise once more."
]
},
{
"type": "entries",
"name": "Relentless Malevolence",
"entries": [
"A crawling one's true threat lies in its ability to live on despite horrid wounds. If a small mass of the worms and maggots that comprise its form escapes, it can incorporate more vermin into its body and regain its full power."
]
},
{
"type": "entries",
"name": "Generational Threat",
"entries": [
"This horrid regrowth allows a crawling one to pursue its awful plans over generations. These creatures often recruit allies and cultists from among mortals, offering them great power in return for service. A clever crawling one keeps to the background, forming a secret conspiracy with but a few of its closest followers. If the cult faces defeat, the crawling one fades into the background and waits for the opportunity to rise again. Even when seemingly destroyed by adventurers, it relies on its ability to reform its body to outlast its enemies."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-021.crawling-one.webp"
},
"width": 850,
"height": 1227
}
]
},
{
"name": "Dagon",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Vast, Polyphemous-like, and loathsome, it darted like a stupendous monster of nightmares to the monolith, about which it flung its gigantic scaly arms."
],
"from": "H.P. Lovecraft, Dagon"
}
]
},
"Dagon is a deep one who has grown to enormous size. Perhaps millions of years old, this cruel tyrant of the undersea realm strives to free Cthulhu from his deep slumber in the sunken city of R'lyeh. Dagon is the high priest of Cthulhu among the Deep Ones. Under his direction, that loathsome species seeks to infiltrate and overwhelm the terrestrial realms.",
{
"type": "entries",
"name": "Unwitting Servitors",
"entries": [
"Dagon sits at the head of the cults established among human villages by the deep ones. Careful to avoid calling too much attention to their true aims, these cults ultimately serve Cthulhu but few in their ranks know this. The cult, under the direction of their deep one leaders, offers aid to Cthulhu cults and works to foil those who would hunt down and destroy them. To most of the humans caught in this scheme, Dagon is a benevolent sea deity who offers excellent fishing and good weather."
]
},
{
"type": "entries",
"name": "Hidden Horrors",
"entries": [
"While Dagon is considered the most powerful of the deep ones, other, similarly ancient creatures have gained similar levels of power. Deep one writings refer to Mother Hydra, an entity said to be Dagon's equal. Who can say what other terrors may lurk in the ocean's depths."
]
},
{
"type": "entries",
"name": "Storm of the Century",
"entries": [
"Dagon rarely interacts with mortals, but does intervene when a particularly bothersome foe arises or to preserve a critical aspect of his cult. Dagon's magic manifests as a halo of arcane, stormy sea waters that swirl around him. This destructive energy allows him to emerge on shore and walk through a village, town, or fortress that troubles his cult. This magic lashes out at the place, battering to ruin and slaying those within. When authorities come to investigate, they find a ruin that seems to have been devastated by a terrible storm. Dagon and the deep ones always ensure that no survivors remain to contradict this assumption."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-024.dagon.webp"
},
"width": 850,
"height": 1253
}
]
},
{
"name": "Dark Young",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"An enormous writhing mass formed of ropy black, earthwormlike tentacles. Something like twenty feet tall. Here and there, across the surface were great puckered mouths that dripped green goo. Beneath its central mass, two or three thicker tentacles terminated in enormous black hooves, on which it stamped forward. It carried the visage of some ancient gnarled tree when its shape was cast against the moon. The smell was appalling, like the stench of open graves."
],
"from": "Malleus Monstrorum Volume I: Monsters of the Mythos"
}
]
},
"These horrid abominations are the \"young\" referred to in Shub-Niggurath's epithet: \"Black Goat of the Woods with a Thousand Young.\" They are closely connected to her and are found only in areas where she is worshiped. The dark young act as proxies for Shub-Niggurath, crawling from the darkness to accept sacrifices and devour the unwary.",
{
"type": "entries",
"name": "Noxious Heralds",
"entries": [
"The dark young are the first of Shub-Niggurath's servitors to contact a cult. Those who worship the Black Goat of the Woods engage in primal rituals that require gratuitous bloodletting and fleshy offerings. In return, the dark young heed their call. They provide a cult with brute force, smashing its enemies and protecting it from outsiders. However, if the cult fails to provide a steady stream of sacrifices, the dark young may cull its weakest members, devouring them to slake its hunger and 'encourage' the cult to become more aggressive toward outsiders."
]
},
{
"type": "entries",
"name": "Corrupting Influence",
"entries": [
"The presence of a dark young shifts and warps the natural world. The plants in a 5-mile radius centered on its lair grow thick and verdant, creating natural barriers to dissuade explorers and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while intruders struggle. Animals become overly aggressive and vicious, attacking non-cultists on sight. In game terms, treat the area as {@variantrule Difficult Terrain|XPHB}. A DC 20 Wisdom ({@skill Survival|XPHB}) check and 1d4 hours of searching allows a traveler to uncover the pathways. A DC 25 Wisdom ({@skill Survival|XPHB}) check is needed to use the trail to reach the cult's lair."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-040.shub-niggurath-dark-young.webp"
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"width": 850,
"height": 1040
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]
},
{
"name": "Deep One",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears."
],
"from": "H.P. Lovecraft, The Shadow over Innsmouth"
}
]
},
"Along lonely coasts, where few live and even fewer travel, the ghastly cult of Cthulhu and his servitors takes root. The deep ones are aquatic creatures that live in undersea colonies located in the darkest depths. Within these cities, they conduct loathsome rites to their chief deities, Dagon, Mother Hydra, and Cthulhu.",
{
"type": "entries",
"name": "Insidious Corruptors",
"entries": [
"The deep ones spy upon isolated coastal communities, keeping watch for signs of weakness or decay. If a village falls upon hard times, the deep ones make their move. They come ashore and approach the villagers peacefully, promising bountiful fishing, protection from monsters, and shelter from storms. Like a shepherd tending to wayward sheep, the deep ones tend to the humans while slowly making them wholly dependent upon their care."
]
},
{
"type": "entries",
"name": "Generational Evil",
"entries": [
"If the human community proves malleable, especially after culling a few dissidents, the deep ones further their corruption. In a grand ceremonial feast, they declare that the land folk have proven their worth and can now truly join with their aquatic protectors. The final step involves the deep ones marrying into prominent human clans to bind the villagers by blood. The children of these grotesque arrangements are deep one hybrids. While they are born human, they slowly and torturously transform into hybrids once they reach adulthood."
]
},
{
"type": "entries",
"name": "A Slow Corruption",
"entries": [
"In time, the village becomes fully integrated into deep one culture. The hybrid villagers maintain the façade of normalcy, venturing into civilization as needed or dealing with outsiders as appropriate. Meanwhile, the deep ones expand their influence to nearby settlements and lure more into their twisted cult."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-025.deep-ones.webp"
},
"width": 850,
"height": 898
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},
{
"name": "Deep One Hybrid",
"source": "CthulhuTorchlight",
"_copy": {
"name": "Deep One",
"source": "CthulhuTorchlight"
},
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-026.deep-ones-hybrid.webp"
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"width": 850,
"height": 1391
}
]
},
{
"name": "Dimensional Shambler",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Shuffling toward him in the darkness was the gigantic, blasphemous form of a black thing not wholly ape and not wholly insect. Its hide hung loosely upon its frame, and its rugose, dead-eyed rudiment of a head swayed drunkenly from side to side. Its fore paws were extended, with talons spread wide, and its whole body was taut with murderous malignity despite its utter lack of facial expression."
],
"from": "H.P. Lovecraft and Hazel Heald, The Horror in the Museum"
}
]
},
"Little is known about these beings save for their name and a vague description provided by the scant few who have survived these horrors. They are capable of walking between the realms of the universe, and they constantly move, spending little time at a location.",
{
"type": "entries",
"name": "Horrid Travelers",
"entries": [
"Dimension shamblers enlisted by Mythos cults use their unerring teleportation to retrieve lost artifacts or helpless victims. Usually, the shambler deposits its quarry with its nominal allies, but, other times, it carries off its victim to an unknown destination for an unknown reason."
]
},
{
"type": "entries",
"name": "Cosmic Detritus",
"entries": [
"Before her disappearance, the sage Lemetra of the Endless Hourglass conducted chronomantic research into the origin of the dimensional shamblers. She wrote letters to each of her closest friends, pleading with them to visit her tower to review her findings. When they arrived, they found the tower scoured of almost everything. The only remnant was a fragment of a scroll hidden in a secret cache. It described a multiverse that existed before ours, and of strange refugees from it that sought to unwind time and replace this reality with their own."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-027.dimensional-shambler.webp"
},
"width": 850,
"height": 954
}
]
},
{
"name": "Elder Thing",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"They represented some ridged barrel-shaped object with thin horizontal arms radiating spoke-like from a central ring and with vertical knobs or bulbs projecting from the head and base of the barrel. Each of these knobs was the hub of a system of five long, flat, triangularly tapering arms arranged around it like the arms of a starfish."
],
"from": "H.P. Lovecraft, Dreams in the Witch House"
}
]
},
"The bizarre elder things predate all other known forms of life, or so sages believe. Ancient ruins, archaeological evidence, and even entreaties to the gods seem to indicate that the elder things existed in the universe even before the gods arose.",
{
"type": "entries",
"name": "Ancient Remnants",
"entries": [
"In their heyday, the elder things dug deep into the lore around the Cthulhu Mythos. They crafted the first shoggoths and used them to erect great, cyclopean cities. They warred against the mi-go and the star-spawn of Cthulhu for dominance over the primordial world, and were eventually defeated when the shoggoths grew too cunning and overthrew them."
]
},
{
"type": "entries",
"name": "Scattered Remnants",
"entries": [
"A few elder things remain, though they are scattered and isolated. Now and again a mortal sage or spellcaster may come into contact with one. They can offer strange insights to those who learn their bizarre, piping, whistling language."
]
},
{
"type": "entries",
"name": "Slumbering Threats",
"entries": [
"In some cold corners of the world, ancient ruins built by the elder things remain undisturbed. These creatures slumber there, having plunged into a hibernation in the ancient days in order to outlast the threats they faced. When outsiders uncover these ruins, the elder things awaken and set to work. Driven by a scientific approach to the world, they may catch, study, and dissect any humanoids they encounter. They use their magic and cunning to cultivate worship and obedience, turning neighboring creatures into cultists to help them achieve their inscrutable aims."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-028.elder-thing.webp"
},
"width": 850,
"height": 714
}
]
},
{
"name": "Flying Polyp",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"A horrible elder race of half polypous, utterly alien entities... They were only partly material and had the power of aerial motion, despite the absence of wings... Suggestions of a monstrous plasticity and of temporary lapses of visibility... singular whistling noises and colossal foot-prints made up of five circular toe marks seemed also to be associated with them."
],
"from": "H.P. Lovecraft, The Shadow Out of Time"
}
]
},
"Almost nothing is known of the dreaded flying polyp. The details of their culture, the motivations behind their actions, and even the name they use to refer to themselves are complete mysteries.",
{
"type": "entries",
"name": "Abandoned Domains",
"entries": [
"The flying polyps once gathered in great cities. They constructed vaults deep within the earth. Stone wells bored through the rock and dirt allowed the polyps access to their strongholds. When they departed the world, they sealed these wells with stone caps. Only a patient climber, or a creature capable of flight, can navigate the long, deep wells to reach the polyp ruins below."
]
},
{
"type": "entries",
"name": "Masters of the Air",
"entries": [
"While flying polyps are powerful combatants, their most potent attacks is their ability to control the weather. When three or more of these creatures gather, they can conjure howling wind storms that scour an entire region of life. It takes an hour for three or more polyps working together to create a storm. When they finish their ritual, a terrible storm rips through the area in a 5-mile radius around the ritual site. The storm lasts for an hour and flattens all buildings that lack fortifications. Creatures caught in the open take 1d4 Bludgeoning damage per minute until they find shelter."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-029.flying-polyp.webp"
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"width": 850,
"height": 1113
}
]
},
{
"name": "Formless Spawn",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"When the men of K'n-Yan went down into N'Kai's black abyss... they found living things... amorphous lumps of viscous black slime... They did not pause for detailed observations, and those who escaped alive sealed the passage."
],
"from": "H.P. Lovecraft and Zealia Bishop, The Mound"
}
]
},
"These black, protean beings change shape in an instant, from toad-like lumps to elongated things with hundreds of rudimentary legs. They ooze through small cracks or enlarge to block entire passages.",
{
"type": "entries",
"name": "Alarmingly Intelligent",
"entries": [
"Despite their ooze-like form, formless spawn are cunning, malevolent entities spawned by the Cthulhu Mythos. They lurk in forgotten shrines and ruins, guarding ritual relics and reacting swiftly to any intrusion."
]
},
{
"type": "entries",
"name": "Relentless Guardians",
"entries": [
"Formless spawn often guard sacred Mythos objects. If an intruder steals such a relic, the spawn relentlessly tracks them to reclaim it, never stopping until the object is recovered."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-030.formless-spawn.webp"
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"width": 850,
"height": 1097
}
]
},
{
"name": "Gnoph-Keh",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"The storm sprang upon us in a moment... When I heard the distant growls erupt like approaching thunder, I had no choice but to follow the guides. We lost half our number to the blizzard, but not a one of us would have survived had we stayed to face the creature that brought that storm."
],
"from": "Barabos Tollnek"
}
]
},
"The gnoph-keh is a six-limbed horror that dwells high in the cold mountains. These creatures have an unclear, but indisputable, tie to the Mythos. What is plain is that gnoph-kehs rule as vicious, hateful gods among the mountain tribes they enslave.",
{
"type": "entries",
"name": "Terrible Deities",
"entries": [
"A gnoph-keh craves worship and obedience. When it arrives in a mountainous region, it besieges the land with conjured blizzards, forcing local tribes into submission. It culls its new servants, slaying those who defy it and making the most obsequious its priests. It demands sacrifices in return for magical protections."
]
},
{
"type": "entries",
"name": "Herald of a Greater Power",
"entries": [
"The gnoph-keh instructs its followers to conduct bizarre rites in honor of Mythos deities such as Ithaqua. Its ultimate goal is to prepare its tribes to summon these greater powers."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-031.gnoph-keh.webp"
},
"width": 850,
"height": 819
}
]
},
{
"name": "Great Cthulhu",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind. This thing... was of a somewhat bloated corpulence... It lumbered slobberingly into sight and gropingly squeezed its gelatinous green immensity through the black doorway... A mountain walked or stumbled."
],
"from": "H.P. Lovecraft, The Call of Cthulhu"
}
]
},
"Cthulhu dwells in the corpse city of black R'lyeh, sunken deep beneath the surface of the ocean. He is in a living death while there, but someday the city will rise and he will wake, freed to roam and slay across the world. In the city are also entombed other members of Cthulhu's species. Cthulhu is evidently the high priest and ruler of them all and is by far the most potent.",
{
"type": "entries",
"name": "A Fitful Slumber",
"entries": [
"Cthulhu's cultists are often drawn to his worship by strange dreams triggered by his stirring within R'lyeh. As ages pass and the stars shift in the sky, Cthulhu shifts from a deep slumber to fitful dreaming. In the later state, his dreams echo across the world and coalesce into frightful visions that plague those with a gift for psychic or magical ability."
]
},
{
"type": "entries",
"name": "Doomsday Cult",
"entries": [
"The cults of Cthulhu are dangerous because of their splintered, disorganized nature. They arise in all cultures and among all sentient humanoids. Fighting the cult is like trying to stomp out a forest fire. You might douse an ember, but for each one you extinguish three more take root and erupt into flames. No method has yet been found to permanently defeat this foul creature."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-023.cthulhu.webp"
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"width": 850,
"height": 1091
}
]
},
{
"name": "Great Race of Yith",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Enormous, iridescent cones, about ten feet high and ten feet wide at the base, and made up of some ridgy, scaly, semi-elastic matter. From their apexes projected four flexible, cylindrical members, each a foot thick, and of a ridgy substance like that of the cones themselves. These members were sometimes contracted almost to nothing, and sometimes extended to any distance up to about ten feet. Terminating two of them were enormous claws or nippers. At the end of a third were four red trumpet-like appendages. The fourth terminated in an irregular yellowish globe some two feet in diameter and having three great dark eyes ranged along its central circumference... Surmounting this head were four slender grey stalks bearing flowerlike appendages, whilst from its nether side dangled eight greenish antennae or tentacles. The great base of the central cone was ringed with a rubbery grey substance which moved the whole entity through expansion and contraction."
],
"from": "H.P. Lovecraft, The Shadow Out of Time"
}
]
},
"The great race of Yith are creatures of the distant past, existing in a strange era before the gods forged the cosmos. In this bizarre time, they existed in an uneasy truce with other, strange creatures of the Cthulhu Mythos. Eventually, they were among the creatures swept away by the arrival of the dreaded flying polyps. The Yithians' story would have ended there, except these creatures had long studied and meddled with the flow of time. Observing that they were doomed to be destroyed by the flying polyps, they enacted a grand plan to cast their minds forward to scout the future, find a suitable home, and eventually cast their minds to that era.",
{
"type": "entries",
"name": "Temporal Explorers",
"entries": [
"The Yithians have developed the ability to cast their minds through space and forward in time. They use this talent to explore the future in search of a new home. When a Yithian time travels, its mind enters the body of a creature it has chosen to displace. The creature's mind falls back in time, entering the Yithian's strange form.",
"The Yithians interrogate the creature that now inhabits the body of the time traveler, asking extensive questions about the creature's world, history, theology, and other topics. Endlessly curious and driven by a commitment to rigorous, academic research, the Yithians take care to document their captive's answers and verify the information they gather. Once the Yithians are satisfied, their captive is allowed relative freedom to dwell among the Yithians and other time-displaced captives.",
"Meanwhile, the time-traveling Yithian adopts the creature's identity. It conducts extensive study of the historical era, traveling far and wide in order to learn as much as it can of the time period. A Yithian typically spends five years exploring an era."
]
},
{
"type": "entries",
"name": "Colonists of the Time Stream",
"entries": [
"If the location seems promising for colonization, the Yithian explorer creates a cult among the locals. Promising them great magic and technology, it primes them to support the wave of Yithian explorers who are set to arrive after it logs its report in the distant past. These newcomers are other time travelers, sent forward to prepare for the arrival of the rest of the Yithians. The cult is designed to provide muscle, logistical support, and other assistance. Time travel is difficult for the Yithians. They must build up ritual sites in the future to increase their capacity to travel to an era. They rely on the cult to keep their work secret and protect them from nosy outsiders."
]
},
{
"type": "entries",
"name": "Insidious Infiltration",
"entries": [
"Yithian cults provide advice and guidance to their masters, helping them determine the best folk to replace with migrating Yithians. By displacing nobles, religious leaders, and others, the Yithians can ensure that their culture becomes the dominant force in a region before the entire civilization jumps forward in time.",
"While the Yithians are cunning and care nothing for the fate of those creatures they send back in time, they are also patient. A determined resistance to their scheme can, if it proves troublesome enough, force the Yithians to give up their plans and seek easier pickings.",
"However, if a the Yithian plot has moved far along they are loath to give up on their progress. In a dire situation, they may expend the resources needed to travel through time in their true forms, bringing to bear one last show of force to destroy any who would thwart them."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-041.yithian.webp"
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]
},
{
"name": "Greater Crawling One",
"source": "CthulhuTorchlight",
"_copy": {
"name": "Crawling One",
"source": "CthulhuTorchlight"
}
},
{
"name": "Greater Dark Young of Shub-Niggurath",
"source": "CthulhuTorchlight",
"_copy": {
"name": "Dark Young",
"source": "CthulhuTorchlight"
}
},
{
"name": "Greater Star-Spawn of Cthulhu",
"source": "CthulhuTorchlight",
"_copy": {
"name": "Star-Spawn of Cthulhu",
"source": "CthulhuTorchlight"
}
},
{
"name": "Hunting Horror",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"And in the air about him were great viperine creatures, which had curiously distorted heads, and grotesquely great clawed appendages, supporting themselves with ease by the aid of black rubbery wings of singularly monstrous dimensions."
],
"from": "August Derleth, The Lurker at the Threshold"
}
]
},
"Hunting horrors serve Nyarlathotep's bidding across the cosmos, and even into the unknown outer realms. Cultists who venerate the Crawling Chaos sometimes contact these creatures, receiving dictates, omens, and secrets in the profane rituals dedicated to the Stalker Among the Stars.",
{
"type": "entries",
"name": "Relentless Pursuers",
"entries": [
"As their name implies, these otherworldly terrors hunt. Spellcasters who bind them use them as assassins, bat-winged killers who hunt with inhuman intensity. Once a hunting horror is directed toward a target, the horror stalks its quarry until it's slain or the horror is destroyed. Their bite corrupts and necrotizes flesh from within in moments."
]
},
{
"type": "entries",
"name": "Sinister Truths",
"entries": [
"As servitors of Nyarlathotep, hunting horrors rarely share their motivations or goals. They are loyal only to their master and serve mortals only when it benefits the Crawling Chaos."
]
},
{
"type": "entries",
"name": "Creatures of the Night",
"entries": [
"Hunting horrors loathe bright light, especially sunlight. They are active only at night, and by day dwell within cavernous lairs."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-033.hunting-horror.webp"
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"width": 850,
"height": 1041
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]
},
{
"name": "Lesser Crawling One",
"source": "CthulhuTorchlight",
"_copy": {
"name": "Crawling One",
"source": "CthulhuTorchlight"
}
},
{
"name": "Lesser Dark Young of Shub-Niggurath",
"source": "CthulhuTorchlight",
"_copy": {
"name": "Dark Young",
"source": "CthulhuTorchlight"
}
},
{
"name": "Lesser Star-Spawn of Cthulhu",
"source": "CthulhuTorchlight",
"_copy": {
"name": "Star-Spawn of Cthulhu",
"source": "CthulhuTorchlight"
}
},
{
"name": "Mi-Go",
"source": "CthulhuTorchlight",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"They were pinkish things about five feet long; with crustaceous bodies bearing vast pairs of dorsal fins or membranous wings and several sets of articulate limbs, and with a sort of convoluted ellipsoid, covered with multitudes of very short antenna, where a head would ordinarily be..."
],
"from": "H.P. Lovecraft, The Whisperer in Darkness"
}
]
},
"The mi-go, also known as the fungi from Yuggoth, are a species that dwell in the dark spaces between the stars. They survive in vacuum and travel through space, typically establishing colonies on high mountain peaks to mine rare minerals.",
{
"type": "entries",
"name": "Cult Leaders",
"entries": [
"The mi-go sometimes need minions for labor. They draw humanoids into servitude through magic, promises of power, and Mythos worship. These cults help the mi-go better control their operations."
]
},
{
"type": "entries",
"name": "Strange Scientists",
"entries": [
"Intelligent and inquisitive, mi-go approach the world scientifically. They gather information and relics without concern for human life, viewing mortals as no more than animals."
]
},
{
"type": "entries",
"name": "Bizarre Technologies",
"entries": [
"Mi-go sometimes remove the brains of useful humans and preserve them in special cylinders, allowing continued communication. These brains may number in the dozens in a mi-go colony."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "external",
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"A tall, slim figure with the young face of an antique pharaoh, gay with prismatic robes and crowned with a pshent that glowed with inherent light... the fascination of a dark god or fallen archangel, and around whose eyes there lurked the languid sparkle of capricious humor."
],
"from": "H.P. Lovecraft, The Dream-Quest of Unknown Kadath"
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"Nyarlathotep is the messenger of the Cthulhu Mythos, a dreaded entity who appears in humanoid form to interact with mortals. He mocks the gods he serves and spreads madness, fear, and paranoia.",
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"type": "entries",
"name": "A God Among Mortals",
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"Prophecies say Nyarlathotep will bring about the world's end. He delights in mortal affairs, adopting disguises to manipulate, corrupt, and destroy societies from within."
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},
{
"type": "entries",
"name": "Herald of the Mythos",
"entries": [
"Nyarlathotep is invoked in nearly all Mythos rituals. When deities enter the world, he may be nearby, relishing the chaos they bring."
]
},
{
"type": "entries",
"name": "Scourge of a Thousand Forms",
"entries": [
"He takes many forms, often appearing as members of different humanoid species. He spreads Mythos worship, corrupts mortals with promises of power, and thrives on societal collapse."
]
}
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"name": "Rat-Thing",
"source": "CthulhuTorchlight",
"entries": [
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"type": "inset",
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{
"type": "quote",
"entries": [
"The bones of the tiny paws, it is rumoured, imply prehensile characteristics more typical of a diminutive monkey than of a rat; while the small skull with its savage yellow fangs is of the utmost anomalousness, appearing from certain angles like a miniature, monstrously degraded parody of a human skull."
],
"from": "H.P. Lovecraft, The Dreams in the Witch House"
}
]
},
"From a distance, a rat-thing looks like a normal rodent. However, a close inspection reveals hideous details. Its head is a twisted caricature of a human's and its forepaws are tiny hands.",
{
"type": "entries",
"name": "Chittering Advisors",
"entries": [
"Rat-things provide insight into arcane lore and lost history for the desperate and the mad, but each bit of knowledge comes tainted with the secrets of the Mythos. They offer advice freely, but always in service of a dark agenda."
]
},
{
"type": "entries",
"name": "Horrid Familiars",
"entries": [
"Owing to their otherworldly nature, rat-things cause the tides of magic to ebb and flow. Their presence strengthens the spells of Mythos creatures, making them harder to resist."
]
}
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{
"name": "Shoggoth",
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"entries": [
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"type": "quote",
"entries": [
"It was a terrible, indescribable thing vaster than any subway train\u2014a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming... Still came that eldritch, mocking cry\u2014\"Tekeli-li! Tekeli-li!\""
],
"from": "H.P. Lovecraft, At the Mountains of Madness"
}
]
},
"Shoggoths are vast sacks of protoplasm capable of forming limbs, eyes, and mouths at will. They are amphibious and exhibit strength that defies reality.",
{
"type": "entries",
"name": "Dangerous Allies",
"entries": [
"Shoggoths grow more intelligent with age. Young ones are obedient brutes, but older ones may overthrow their masters and take over cults."
]
},
{
"type": "entries",
"name": "Immortal Terrors",
"entries": [
"Effectively immortal, some shoggoths labor in ruins long after their summoners perish, or sleep in sealed vaults awaiting release."
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}
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"entries": [
"Iä! Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!"
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"from": "H.P. Lovecraft, The Whisperer in Darkness"
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"Shub-Niggurath is a primordial entity of fertility and unrestrained life. Her cults embrace primal existence and renounce civilization, favoring growth and survival above all else.",
{
"type": "entries",
"name": "Twisted Promises",
"entries": [
"Cults often begin in desperation, discovering ancient rituals that yield supernatural bounty in exchange for bloody sacrifices. The land flourishes, but at a horrific cost."
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},
{
"type": "entries",
"name": "Growing Demands",
"entries": [
"As the cult grows, it demands more frequent and brutal sacrifices. Outsiders are lured in with kindness only to be slaughtered for Shub-Niggurath's hunger."
]
},
{
"type": "entries",
"name": "The Land Revolts",
"entries": [
"The land twists to defend the cult. Paths mislead strangers, beasts turn hostile, and locals must choose between allying with the cult or being destroyed."
]
},
{
"type": "entries",
"name": "Corruption Runs Deep",
"entries": [
"Eventually, her twisted offspring\u2014the Dark Young\u2014walk the earth. If not opposed, the cult spreads like a cancer, devouring kingdoms in vines and blood."
]
}
],
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"name": "Star-Spawn of Cthulhu",
"source": "CthulhuTorchlight",
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"entries": [
"They all lay in stone houses in their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready..."
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"from": "H.P. Lovecraft, The Call of Cthulhu"
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]
},
"These gigantic octopoid beings resemble tiny versions of Cthulhu itself, yet their smaller stature still towers well over mortal creatures. Not all the inhabitants of R'lyeh were trapped in its watery angles when it sank. Some still live in the deep trenches beneath the ocean, where they are tended by the deep ones.",
{
"type": "entries",
"name": "Avatars of Doom",
"entries": [
"The star-spawn serve as Cthulhu's agents in the world. They venture forth from the ocean depths when called by a cult of Cthulhu, protecting the cult from its enemies and lending the Mythos lore needed to enact the cult's aims. Invariably, when one of those horrors appears, the Cthulhu cult is on the rise in a region."
]
},
{
"type": "entries",
"name": "Scattered Prisoners",
"entries": [
"When Cthulhu was trapped within R'lyeh, the star-spawn were scattered across the world. Many of them were also sealed within prisons, sometimes by heroic adventurers. These star-spawn struggle against their bonds. If freed, they bear no sympathy or debt to their helpers. One never knows when a sealed chamber deep within an ancient dungeon might contain vast riches, or a patient star-spawn waiting."
]
},
{
"type": "entries",
"name": "Horrid Inspiration",
"entries": [
"Humans living within the area of an entombed and sleeping star-spawn may be subject to its psychic residue, a form of dream sending that can \"speak\" to susceptible subjects. Much like Cthulhu itself, the star-spawn seeks to create a subtle but relentless change in a person's behavior, compelling the victim to seek lore regarding Cthulhu and work to free both the star-spawn and its master. A Cthulhu cult might arise when an ambitious and morally flexible person receives these dreams and decides to follow them to their terrible conclusion."
]
}
],
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"name": "Cthulhu by Torchlight",
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"contents": [
{
"name": "Welcome to the Cthulhu Mythos",
"headers": [
"What Is the Cthulhu Mythos?",
"Using this Product"
]
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{
"name": "Chapter 1: Passions and Dreadful Insights",
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"Overview",
"Gaining Passions",
{
"header": "Creating a Passion",
"depth": 1
},
"Using Passions",
{
"header": "Invoking a Passion",
"depth": 1
},
{
"header": "Following a Passion",
"depth": 1
},
{
"header": "Losing and Replacing a Passion",
"depth": 1
},
"Example Passions",
{
"header": "Chaos",
"depth": 1
},
{
"header": "Evil",
"depth": 1
},
{
"header": "Good",
"depth": 1
},
{
"header": "Lawful",
"depth": 1
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{
"header": "Arcane Hunger",
"depth": 1
},
{
"header": "Devoted Faith",
"depth": 1
},
{
"header": "Hatred",
"depth": 1
},
{
"header": "Haunted",
"depth": 1
},
{
"header": "Heroic Impulse",
"depth": 1
},
{
"header": "Insatiable Curiosity",
"depth": 1
},
{
"header": "Justice for All",
"depth": 1
},
{
"header": "Loyalty",
"depth": 1
},
{
"header": "Seeker of Forbidden Truths",
"depth": 1
},
{
"header": "Skeptical To a Fault",
"depth": 1
},
{
"header": "Survivor's Guilt",
"depth": 1
},
{
"header": "Thirst for Vengeance",
"depth": 1
},
{
"header": "Wealth at Any Cost",
"depth": 1
},
"Dreadful Insights",
{
"header": "Gaining a Dreadful Insight",
"depth": 1
},
{
"header": "Using a Dreadful Insight",
"depth": 1
},
{
"header": "Losing a Dreadful Insight",
"depth": 1
}
]
},
{
"name": "Chapter 2: Backgrounds and Feats",
"headers": [
"New Tools",
"Origin Feats"
]
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{
"name": "Chapter 3: Subclasses"
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{
"name": "Chapter 4: Mythos Spells",
"headers": [
"Spell Descriptions"
]
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{
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{
"header": "The Mythos Threat",
"depth": 1
},
{
"header": "Minions and Enforcers",
"depth": 1
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{
"header": "The Lurking Horror",
"depth": 1
},
{
"header": "Clues and Investigation",
"depth": 1
},
{
"header": "Types of Clues",
"depth": 1
},
{
"header": "Arranging Clues",
"depth": 1
},
{
"header": "Adding Twists",
"depth": 1
},
{
"header": "Tracking Time",
"depth": 1
},
"Skill Challenges",
{
"header": "Overview",
"depth": 1
},
{
"header": "Order of Play",
"depth": 1
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{
"header": "Rounds and Time Scale",
"depth": 1
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{
"header": "Stakes",
"depth": 1
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{
"header": "Skills",
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{
"header": "Progress",
"depth": 1
},
{
"header": "The Twist",
"depth": 1
},
{
"header": "Resolving the Complex Skill Check",
"depth": 1
},
{
"header": "Experience Awards",
"depth": 1
},
"Example Skill Challenges",
{
"header": "Chases",
"depth": 1
},
{
"header": "Social Encounters",
"depth": 1
},
{
"header": "Travel",
"depth": 1
},
{
"header": "Designing Skill Challenges",
"depth": 1
}
]
},
{
"name": "Chapter 6: Mythos Tomes",
"headers": [
"Game Rules",
"Example Tomes",
"Using Tomes in Your Games"
]
},
{
"name": "Chapter 7: Monsters of the Mythos",
"headers": [
"The Mythos Tag"
]
},
{
"name": "Credits"
}
]
}
],
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"data": [
{
"type": "section",
"name": "Welcome to the Cthulhu Mythos",
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"For over 40 years, roleplayers across the world have pitted their wits, cunning, and ingenuity against the Cthulhu Mythos. The Mythos are the invention of HP Lovecraft, a pulp writer whose stories of strange, cosmic horror inspired imaginations across the world. Lovecraft's signature creations, the dread {@i Necronomicon} and the horrid Cthulhu, have been cornerstones of horror, fantasy, and gaming for decades.",
"{@i Cthulhu by Torchlight} brings the Mythos to your fantasy games. It includes options for creating characters who battle the Mythos, game rules for cosmic terrors, and guidance for building fantasy adventures that focus on investigation and strange cults.",
{
"type": "entries",
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"The Cthulhu Mythos is based on the concept that on a cosmic level human concerns-economics, laws, religion, and morality-are irrelevant. The true nature of the universe is alien, horrifying, and ultimately uncaring. Humanity is an irrelevant byproduct of the cosmos, a random accident that has no ability to influence the course of events.",
"Instead, the universe is ruled by entities with power far beyond human comprehension. These entities have cares, needs, and desires that are incomprehensible or nonsensical to humanity. Despite their fundamentally alien nature, humans can learn enough about their nature to call upon their power and wield it to their petty, ultimately meaningless ends. Folk who worship Mythos entities create cults dedicated to them, but such acts are empty pantomimes. Mythos entities have no need for worshippers. The \"gifts\" they offer are byproducts of their nature that happen to be useful to humans.",
"Those who worship the Mythos inevitably lose part of their humanity as they begin to see cultural and ethical concerns as meaningless diversions from the pursuit of power. The Mythos are ultimately impossible to understand, but the terrible power they grant is very real. Wielding the Mythos slowly, but inevitably, causes a mortal to lose their grip on their ethics, morality, and ultimately their humanity. Given a glimpse into the broader cosmic order where humanity is irrelevant, cults and their leaders set aside all concerns beyond the accumulation of more Mythos secrets and the power they offer.",
"This is the point where the player characters step into the story. In a TTRPG that features the Cthulhu Mythos, the characters are bold investigators who stumble across a cult's plot. Armed with their wits, insight, and cunning (and in the case of a fantasy RPG, a trusty sword or arcane magic), the heroes thwart a cult's ambitions and keep the world safe. The universe might be fundamentally hostile, and humanity irrelevant, but the world is a good place worth protecting. Fighting against the Mythos and its followers is the ultimate expression of hope and humanity. The dark approaches, but falls short while the heroes are on watch."
],
"id": "001"
},
{
"type": "entries",
"name": "Using this Product",
"entries": [
"{@i Cthulhu by Torchlight} gives you everything you need to add the Mythos to your fantasy campaign. It's broken up into chapters, with each one giving you a different piece of the puzzle.",
"{@book Chapter 1|CthulhuTorchlight|1} introduces a key concept, Passions. A Passion is the driving force that propels a character to defy the Cthulhu Mythos. Adventurers seek gold and glory. Fighting the Mythos gives you neither of those. What, then, pushes you to face them? A Passion provides that answer, giving your character a clear roleplaying hook and providing you with rules for how that Passion allows you to overcome even the worst odds.",
"{@book Chapter 2|CthulhuTorchlight|2} provides a new character background, the Investigator, along with new origin feats that tie your character to a Mythos-linked event.",
"{@book Chapter 3|CthulhuTorchlight|3} offers new subclasses you can use to arm your character with the talents needed to battle the Mythos. The subclasses are designed to be general enough to work in any campaign, but with a touch of the sinister, heroic, or eldritch that makes them a good match for a Mythos-based campaign.",
"{@book Chapter 4|CthulhuTorchlight|4} provides a variety of new spells used by the subclasses from chapter 3 or that draw upon the power of Mythos entities.",
"{@book Chapter 5|CthulhuTorchlight|5} is aimed at GMs. It provides advice for running adventures focused on investigation and interaction, two pillars of Mythos gaming. It has a procedure for creating your own Mythos adventures and provides rules for Skill Challenges, a framework for adding more weight to exploration and interaction.",
"{@book Chapter 6|CthulhuTorchlight|6} details Mythos-inspired magic items and blasphemous tomes that GMs can add to their adventures. These items are useful, but they all come with a dreadful price.",
"{@book Chapter 7|CthulhuTorchlight|7} provides a variety of horrid Mythos entities to throw at the characters from the insidious rat-thing to the mighty shoggoth. This chapter also gives an easy way to make any creature or NPC a servant of the Mythos."
],
"id": "002"
}
],
"id": "000"
},
{
"type": "section",
"name": "Chapter 1: Passions and Dreadful Insights",
"entries": [
"Have you ever watched a horror movie and were boggled at a character's obliviousness? On a dark and stormy night, with creepy shadows lurking about, our main character insists on sticking their head into a darkened closet or tramping down into the bloodstained basement with only a flickering candle.",
"Characters in horror games are driven by their passions, rather than cold, analytical thinking. A determined investigator plunges into the ghost-haunted graveyard, willing to risk anything to prove that the supernatural exists. A hardened warrior coats their spearhead in molten silver, caring little if they survive an encounter with a werewolf so long as they have the chance to avenge their lost family.",
"A Passion is a belief that shapes your character's actions. It might send you into a dangerous situation, but it also offers benefits that help offset the peril it causes.",
"An Insight is a revelation about the horrors in the world that leaves your beliefs shaken and your concept of reality changed in some way. Some cosmic horrors, through their mere existence, grant insights into reality that many folk would prefer to do without. When you gain an {@skill Insight|XPHB}, it forces you to confront the nature of reality and your irrelevant place in it.",
{
"type": "entries",
"name": "Overview",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"Nothing great in the world has ever been accomplished without passion."
],
"from": "Hegel"
}
],
"id": "005"
},
"During the game, you might face a situation where your Passion can push you into danger. You can act according to the Passion or try to resist it. Acting with your Passion grants you a benefit, even if it puts you into danger. Resisting it might allow you to dodge trouble, but it comes at a cost."
],
"id": "004"
},
{
"type": "entries",
"name": "Gaining Passions",
"entries": [
"You start play with one Passion of your choice. You can create a Passion or use one of the example ones provided below.",
{
"type": "entries",
"name": "Creating a Passion",
"entries": [
"A good passion should drive you into action. Here are some guidelines to consider when brainstorming a passion."
],
"id": "007"
},
{
"type": "entries",
"name": "A Passion Demands Action",
"entries": [
"A passion must push you to do things, rather than force you into inaction. When a passion urges you to act, it should move you forward into danger rather than push you into a passive stance."
],
"id": "008"
},
{
"type": "entries",
"name": "A Passion Needs External Triggers",
"entries": [
"If you can always control when a passion comes into play, it lacks the ability to drive your actions. A good passion has an external source, one that draws you forward into the game."
],
"id": "009"
},
{
"type": "entries",
"name": "A Passion Has an Element of Risk",
"entries": [
"The best passions for gaming have the potential to destroy you if you take them too far. Push too deep into secrets, and you risk falling prey to dark forces. A passion should push you toward risks, rather than encourage careful, calculating moves."
],
"id": "00a"
}
],
"id": "006"
},
{
"type": "entries",
"name": "Using Passions",
"entries": [
"There are two ways to use Passions.",
{
"type": "entries",
"name": "Invoking a Passion",
"entries": [
"When you make a {@variantrule D20 Test|XPHB}, you can add a +5 bonus to the roll if the GM agrees that the roll is directly related to your Passion and what it means to you. You choose to do this before rolling. Once you use any Passion in this way, you cannot gain this benefit again until you embrace your passion, as described below."
],
"id": "00c"
},
{
"type": "entries",
"name": "Following a Passion",
"entries": [
"During the game, the GM can challenge you to follow a Passion. When you face a choice, the GM can present a course of action that aligns with one of your Passions. You have two choices."
],
"id": "00d"
},
{
"type": "entries",
"name": "Embrace Your Passion",
"entries": [
"You follow the GM's suggestion or offer an alternative that they agree matches your Passion. In return, you gain {@variantrule Heroic Inspiration|XPHB} and {@variantrule Temporary Hit Points|XPHB} equal to 5 + your level."
],
"id": "00e"
},
{
"type": "entries",
"name": "Deny Your Passion",
"entries": [
"Alternatively, you can attempt to resist your passion. Roll a {@dice d20}. If the result is 10 or higher, you resist your passion and can act as you wish. If you roll 9 or lower, your conflict with your Passion shakes you. You cannot gain or use {@variantrule Heroic Inspiration|XPHB} until you finish a {@variantrule Long Rest|XPHB}."
],
"id": "00f"
},
{
"type": "entries",
"name": "Losing and Replacing a Passion",
"entries": [
"You can replace a Passion with a new one of your choice when it has been resolved. If a Passion drives you to expose a corrupt priest, it is no longer relevant when you have slain the priest or brought their crimes to light. You might also decide that a Passion is no longer relevant to the campaign or your character's interests. You might swear vengeance against a foe who wronged you, or a crisis might turn your beliefs upside down.",
"You should create your new Passion in collaboration with your GM. You can select one based on events of the campaign or how your character might evolve after bringing their passion to an end."
],
"id": "010"
}
],
"id": "00b"
},
{
"type": "entries",
"name": "Example Passions",
"entries": [
"This section includes a variety of Passions you can use as models for your own creations. A set of tables organized by alignment - a good starting point for your Passion - allows you to randomize your choice. You can roll once for each aspect of your alignment and pick one. If you are True Neutral, pick a table to roll on at random.",
{
"type": "entries",
"name": "Chaos",
"entries": [
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"type": "table",
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"D4",
"Passion"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@book Haunted|CthulhuTorchlight|1|Haunted}"
],
[
"2",
"{@book Insatiable Curiosity|CthulhuTorchlight|1|Insatiable Curiosity}"
],
[
"3",
"{@book Seeker of Forbidden Truths|CthulhuTorchlight|1|Seeker of Forbidden Truths}"
],
[
"4",
"{@book Thirst for Vengeance|CthulhuTorchlight|1|Thirst for Vengeance}"
]
]
}
],
"id": "012"
},
{
"type": "entries",
"name": "Evil",
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"D4",
"Passion"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@book Arcane Hunger|CthulhuTorchlight|1|Arcane Hunger}"
],
[
"2",
"{@book Hatred|CthulhuTorchlight|1|Hatred}"
],
[
"3",
"{@book Haunted|CthulhuTorchlight|1|Haunted}"
],
[
"4",
"{@book Wealth at Any Cost|CthulhuTorchlight|1|Wealth at Any Cost}"
]
]
}
],
"id": "013"
},
{
"type": "entries",
"name": "Good",
"entries": [
{
"type": "table",
"caption": "Good",
"colLabels": [
"D4",
"Passion"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@book Haunted|CthulhuTorchlight|1|Haunted}"
],
[
"2",
"{@book Justice for All|CthulhuTorchlight|1|Justice for All}"
],
[
"3",
"{@book Loyalty|CthulhuTorchlight|1|Loyalty}"
],
[
"4",
"{@book Survivor's Guilt|CthulhuTorchlight|1|Survivor's Guilt}"
]
]
}
],
"id": "014"
},
{
"type": "entries",
"name": "Lawful",
"entries": [
{
"type": "table",
"colLabels": [
"D4",
"Passion"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@book Devoted Faith|CthulhuTorchlight|1|Devoted Faith}"
],
[
"2",
"{@book Haunted|CthulhuTorchlight|1|Haunted}"
],
[
"3",
"{@book Heroic Impulse|CthulhuTorchlight|1|Heroic Impulse}"
],
[
"4",
"{@book Skeptical To a Fault|CthulhuTorchlight|1|Skeptical To a Fault}"
]
]
}
],
"id": "015"
},
{
"type": "entries",
"name": "Arcane Hunger",
"entries": [
"You crave arcane power. Where others see lines that should not be crossed, you see an invitation to plunge into unknown territory where great insights and power await. You care nothing for social niceties and tradition when it comes to gaining power. Anything, even your life, is worth risking to uncover the inner workings of the arcane."
],
"id": "016"
},
{
"type": "entries",
"name": "Devoted Faith",
"entries": [
"You are an ardent supporter of a deity, to the point that your deity's ethos overrides almost every other concern you face. If you had to choose between your own safety, or even your own life, and your deity's dictates, you might very well make the ultimate sacrifice rather than give an inch. If you select this Passion, be sure to talk to your GM about the deities in the campaign and which ones might be a good match for your character."
],
"id": "017"
},
{
"type": "entries",
"name": "Hatred",
"entries": [
"You have a deep, overwhelming hatred for a person, faction, creature, or deity. You act against your own self-interest at times to lash out at it. You'd die happy knowing that you gave your life to destroy the object of your hatred. Check with your DM to find a figure or group in your campaign that is a good match for this Passion."
],
"id": "018"
},
{
"type": "entries",
"name": "Haunted",
"entries": [
"You have vague memories of a strange event that happened to you many years ago. The memory is a blur, a kaleidoscope of impressions, sounds, and images, but nothing concrete. Yet sometimes you come across a person, a place, a sound, or even a scent that tugs at that memory, compelling you to investigate and solve this strange mystery that has lingered in your mind."
],
"id": "019"
},
{
"type": "entries",
"name": "Heroic Impulse",
"entries": [
"You are driven by a deep selflessness, one that pushes you to confront evil in any form. Unfortunately, your sense of self-preservation rarely factors into your thinking. You tend to dive into danger without thinking of the consequences, leaving you in situations that are over your head."
],
"id": "01a"
},
{
"type": "entries",
"name": "Insatiable Curiosity",
"entries": [
"You are driven to uncover secrets, regardless of the danger it might pose to yourself. The thought of lore or information that exists outside of your awareness can drive you to distraction. You have a bad habit of listening in on conversations and poking into places that others warn you away from."
],
"id": "01b"
},
{
"type": "entries",
"name": "Justice for All",
"entries": [
"You can't abide bullies, tyrants, or those who use power to abuse others. When you witness the misuse of power, you can't help but take a stand against it. You have been known to trade the thrill of punching a town guard in the face for a two week stint in the baron's dungeon. In your mind, that moment was worth it."
],
"id": "01c"
},
{
"type": "entries",
"name": "Loyalty",
"entries": [
"You are loyal to a group, a nation, or an ideal, gladly putting its own interests above yours regardless of the cost. You are willing to risk your life and limb to advance the cause. Its needs stand above you in almost every situation. If you choose this Passion, be sure to talk to your DM about factions, people, or causes in the campaign that fit with your character."
],
"id": "01d"
},
{
"type": "entries",
"name": "Seeker of Forbidden Truths",
"entries": [
"The world is far more dangerous than anyone lets us know. Temples lie to us. Wizards think they understand how magic works, but it's all a stack of comforting lies. You are driven to expose the fraud that is the current religious and arcane traditions. You seek out strange magic, weird creatures, and bizarre situations to prove your theories correct."
],
"id": "01e"
},
{
"type": "entries",
"name": "Skeptical To a Fault",
"entries": [
"The mythos? Clearly a folktale, the deranged ravings of a mind saddled crippled by illness. The world and its secrets have been laid bare by the teachings of the gods and the traditions of arcane magic. When you find signs of strange phenomena, you are compelled to investigate and dispel any nonsense about it."
],
"id": "01f"
},
{
"type": "entries",
"name": "Survivor's Guilt",
"entries": [
"You survived a terrible incident, one that has haunted you ever since. Above all else, you remember the terrible fate that befell your friends or loved ones in that incident. Since then, you have been driven by a near self-destructive urge to ensure that such a disaster never happens again."
],
"id": "020"
},
{
"type": "entries",
"name": "Thirst for Vengeance",
"entries": [
"Someone or something wronged you. You are driven to even the score and are willing to accept any cost to yourself to do so. Your focus sometimes gives you tunnel vision, leading you to disregard all other concerns to smash your enemies."
],
"id": "021"
},
{
"type": "entries",
"name": "Wealth at Any Cost",
"entries": [
"You want wealth. You've seen the power and comfort that comes from amassing a fortune, and you want that for yourself more than anything else in the world. Offers of riches and plunder tug at your mind, making it difficult for you to resist them."
],
"id": "022"
}
],
"id": "011"
},
{
"type": "entries",
"name": "Dreadful Insights",
"entries": [
{
"type": "inset",
"entries": [
{
"type": "quote",
"entries": [
"He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
],
"from": "Nietzsche"
}
],
"id": "024"
},
"A Dreadful Insight is a Passion you gain based on your experiences with the Cthulhu Mythos. At their core, the creatures of the Mythos show that the universe is a vast, uncaring place. Mortals are an accidental byproduct of a cosmic cycle that they are irrelevant to. Seeing that firsthand can shake your grip on reality and leave you with deep emotional scars.",
{
"type": "entries",
"name": "Gaining a Dreadful Insight",
"entries": [
"Some creatures or events risk giving you a Dreadful Insight. Typically, you must make a Wisdom saving throw to resist fully understanding the {@skill Insight|XPHB} you might gain. If you succeed the save, your willpower holds and you are able to create a comforting explanation for what you witnessed. If you fail, you gain a Dreadful Insight, a new Passion that shapes how you act. The underlying truth of the Mythos pushes into your mind and brings the full weight of the Mythos to bear on you."
],
"id": "025"
},
{
"type": "entries",
"name": "Using a Dreadful Insight",
"entries": [
"A Dreadful Insight works just like any other Passion, except it tends to pull you along a self-destructive path. You might become fascinated with a Mythos entity and compelled to encounter it, or you might become obsessed with a tome of ancient knowledge and driven to master its secrets at any cost."
],
"id": "026"
},
{
"type": "entries",
"name": "Losing a Dreadful Insight",
"entries": [
"Each Dreadful Insight also describes how to lose it. In most cases, you must take actions that resolve the intellectual and emotional turmoil that the {@skill Insight|XPHB} provokes in you. You might need to defeat a creature that created the {@skill Insight|XPHB}, undo the damage caused by the mythos in the world, or prove to yourself that you matter in an uncaring cosmos.",
"Once you lose a Dreadful Insight in this manner, you can't gain it again. You have overcome the {@skill Insight|XPHB} and are at peace with it."
],
"id": "027"
}
],
"id": "023"
}
],
"id": "003"
},
{
"type": "section",
"name": "Chapter 2: Backgrounds and Feats",
"entries": [
{
"type": "statblock",
"tag": "background",
"name": "Mythos Investigator",
"style": "inset",
"source": "CthulhuTorchlight"
},
{
"type": "entries",
"name": "New Tools",
"entries": [
"The following tools are available for any character, though investigators tend to make frequent use of them.",
{
"type": "list",
"columns": 2,
"items": [
"{@item Fingerprint Kit|CthulhuTorchlight}",
"{@item Witchboard|CthulhuTorchlight}"
]
}
],
"id": "029"
},
{
"type": "entries",
"name": "Origin Feats",
"entries": [
"The following origin feats are particularly useful for investigators.",
{
"type": "list",
"columns": 2,
"items": [
"{@feat I Fought, I Lived|CthulhuTorchlight}",
"{@feat I Hid from the Terror|CthulhuTorchlight}",
"{@feat I Pierced the Illusion|CthulhuTorchlight}",
"{@feat I Opened the Gate|CthulhuTorchlight}",
"{@feat I Survived to Tell the Tale|CthulhuTorchlight}"
]
}
],
"id": "02a"
}
],
"id": "028"
},
{
"type": "section",
"name": "Chapter 3: Subclasses",
"entries": [
"A variety of heroes make their stand against the Cthulhu Mythos. The subclasses included here draw on a variety of inspirations, from ardent heroes who fight the strange creatures of the Mythos to spellcasters and others who seek to draw upon dark powers.",
{
"type": "gallery",
"images": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-004.barbarian.webp"
},
"title": "{@subclass Spell Scorned|Barbarian|XPHB|CthulhuTorchlight|Path of the Spell Scorned}",
"width": 1700,
"height": 2063
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-005.dramabard.webp"
},
"title": "{@subclass Drama|Bard|XPHB|CthulhuTorchlight|College of Drama}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-006.doomcleric.webp"
},
"title": "{@subclass Apocalypse|Cleric|XPHB|CthulhuTorchlight|Apocalypse Domain}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-007.symbdruid.webp"
},
"title": "{@subclass Symbiote|Druid|XPHB|CthulhuTorchlight|Circle of the Symbiote}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-008.herofighter.webp"
},
"title": "{@subclass Hero|Fighter|XPHB|CthulhuTorchlight|Hero}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-009.monkabbey.webp"
},
"title": "{@subclass Cosmic Balance|Monk|XPHB|CthulhuTorchlight|Warrior of Cosmic Balance}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-010.paladinguardian.webp"
},
"title": "{@subclass Guardian|Paladin|XPHB|CthulhuTorchlight|Oath of the Guardian}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-011.trailwardenranger.webp"
},
"title": "{@subclass Trail Warden|Ranger|XPHB|CthulhuTorchlight|Trail Warden}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-012.shadowstalker.webp"
},
"title": "{@subclass Shadow Stalker|Rogue|XPHB|CthulhuTorchlight|Shadow Stalker}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-003.shadowsorcerer.webp"
},
"title": "{@subclass Hungering Dark|Sorcerer|XPHB|CthulhuTorchlight|Hungering Dark}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-013.catwarlock.webp"
},
"title": "{@subclass Feline Court|Warlock|XPHB|CthulhuTorchlight|Exalted Assembly of the Feline Court}",
"width": 1700,
"height": 2049
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Subclasses/00-015.bibliomancer.webp"
},
"title": "{@subclass Bibliomancy|Wizard|XPHB|CthulhuTorchlight|Bibliomancy}",
"width": 1700,
"height": 2049
}
]
}
],
"id": "02b"
},
{
"type": "section",
"name": "Chapter 4: Mythos Spells",
"entries": [
"The entities of the Mythos offer a variety of dreadful spells for those willing to delve into their lore.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Book/00-014.spells.webp"
},
"width": 1700,
"height": 2223
},
{
"type": "inset",
"name": "OPTIONAL RULE: LURE OF POWER",
"entries": [
"The Mythos offer power at the price of everything else. As an optional rule, when you expend a spell slot to cast a mythos spell, you must make a Wisdom saving throw equal to 15 plus the level of the spell slot expended. On a failed save, you gain the following Passion with a rating of +10.",
"{@b Power at Any Cost}",
"You have tasted the boundless power the Old Ones offer, and you can't shake this lure. Whenever you cast a spell, you must use one of the spells presented here provided it is appropriate to the situation. If you have the opportunity to acquire and attune to a Mythos Tome, you seek to do so at any cost."
],
"id": "02d"
},
{
"type": "entries",
"name": "Spell Descriptions",
"entries": [
"The following spells draw on the mythos and themes. While they are balanced with existing spells, many don't allow saving throws. Their damage is designed with this in mind, much like {@spell Magic Missile|XPHB}. The spells intend to capture the horrid, inevitable nature of the mythos. Most of them rely on {@status Concentration|XPHB} as a central mechanic, forcing the spell's target to harm or defeat the caster to end an effect.",
{
"type": "list",
"columns": 5,
"items": [
"{@spell Breath of the Deep|CthulhuTorchlight}",
"{@spell Call Deity|CthulhuTorchlight}",
"{@spell Cat's Spring|CthulhuTorchlight}",
"{@spell Chant of Thoth|CthulhuTorchlight}",
"{@spell Clutch of Darkness|CthulhuTorchlight}",
"{@spell Confounding Shadows|CthulhuTorchlight}",
"{@spell Contact Deity|CthulhuTorchlight}",
"{@spell Create Mist of R'lyeh|CthulhuTorchlight}",
"{@spell Curse of the Putrid Husk|CthulhuTorchlight}",
"{@spell Dismiss Deity|CthulhuTorchlight}",
"{@spell Doom|CthulhuTorchlight}",
"{@spell Dread Curse of Azathoth|CthulhuTorchlight}",
"{@spell Dust of Suleiman|CthulhuTorchlight}",
"{@spell Evil Eye|CthulhuTorchlight}",
"{@spell Feline Chaos|CthulhuTorchlight}",
"{@spell Feline Grace|CthulhuTorchlight}",
"{@spell Fist of Yog-Sothoth|CthulhuTorchlight}",
"{@spell Phantom Panther|CthulhuTorchlight}",
"{@spell Red Sign|CthulhuTorchlight}",
"{@spell Shadowy Eruption|CthulhuTorchlight}",
"{@spell Summon Shadow|CthulhuTorchlight}",
"{@spell Tide of Darkness|CthulhuTorchlight}",
"{@spell Umbral Tendril|CthulhuTorchlight}",
"{@spell Voorish Sign|CthulhuTorchlight}",
"{@spell Wave of Oblivion|CthulhuTorchlight}"
]
}
],
"id": "02e"
}
],
"id": "02c"
},
{
"type": "section",
"name": "Chapter 5: Running the Mythos",
"entries": [
"This section walks you through the core tools needed to create and run adventures using the Cthulhu Mythos. Those who tap into the power of the Mythos do so in secret, as any rational authority would stamp out their efforts. To get to the bottom of a cult's actions, the characters must investigate its activities and interact with others to learn the true nature of what's going on.",
{
"type": "entries",
"name": "Creating a Mythos Adventure",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Book/00-016.mythos.webp"
},
"width": 1700,
"height": 2211
},
"You can think of a Mythos Adventure like a riddle. The characters need to resolve a looming problem, but they don't have enough information to understand how to resolve it. Like detectives, they go to work to find out more about the matter they face. They visit locations to find physical clues and talk to people to learn what they can. After time passes, the characters must use the information they have to make their best guess at resolving the problem they face. If the characters do nothing, the problem they face explodes into a dire threat. If they overlook key clues or bungle putting together the information they've found, they can't prevent disaster.",
{
"type": "entries",
"name": "The Mythos Threat",
"entries": [
"When creating a Mythos adventure, start by determining the threat. {@i Cthulhu by Torchlight} includes details on several different Mythos entities that could drive a cult. They are organized below by tier. Each one provides a different type of threat to the world. The indicated creature is the driving force behind the cult. It might provide direct leadership, or it could be the creature that cult intends to summon, bind, and command.",
{
"type": "table",
"colLabels": [
"D6",
"Tier 1 Threat (CR 6 or Less)"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@creature Lesser Dark Young of Shub-Niggurath|CthulhuTorchlight}"
],
[
"2",
"{@creature Lesser Star-Spawn of Cthulhu|CthulhuTorchlight}"
],
[
"3",
"{@creature Lesser Crawling One|CthulhuTorchlight}"
],
[
"4",
"{@creature Deep One|CthulhuTorchlight}"
],
[
"5",
"{@creature Night Hag|XMM}"
],
[
"6",
"{@creature Priest|XMM}"
]
]
},
{
"type": "table",
"colLabels": [
"D12",
"Tier 2 Threat (CR 7 to 14)"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@creature Oni|XMM}"
],
[
"2",
"{@creature Archmage|XMM}"
],
[
"3",
"{@creature Hezrou|XMM}"
],
[
"4",
"{@creature Aboleth|XMM}"
],
[
"5",
"{@creature Rakshasa|XMM}"
],
[
"6",
"{@creature Vampire|XMM}"
],
[
"7",
"{@creature Colour Out of Space|CthulhuTorchlight}"
],
[
"8",
"{@creature Greater Crawling One|CthulhuTorchlight}"
],
[
"9",
"{@creature Elder Thing|CthulhuTorchlight}"
],
[
"10",
"{@creature Gnoph-keh|CthulhuTorchlight}"
],
[
"11",
"{@creature Greater Star-Spawn of Cthulhu|CthulhuTorchlight}"
],
[
"12",
"{@creature Greater Dark Young of Shub-Niggurath|CthulhuTorchlight}"
]
]
},
{
"type": "table",
"colLabels": [
"D6",
"Tier 3 Threat (CR 15+)"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@creature Dagon|CthulhuTorchlight}"
],
[
"2",
"{@creature Great Cthulhu|CthulhuTorchlight}"
],
[
"3",
"{@creature Nyarlathotep|CthulhuTorchlight}"
],
[
"4",
"{@creature Shub-Niggurath|CthulhuTorchlight}"
],
[
"5",
"{@creature Mummy Lord|XMM}"
],
[
"6",
"{@creature Lich|XMM}"
]
]
}
],
"id": "031"
},
{
"type": "entries",
"name": "Minions and Enforcers",
"entries": [
"Every cult needs a horde of minions to do its bidding, along with mid-tier enforcers and leaders who can oversee its actions. Mythos entities rarely have an understanding of the intricacies of civilization. They rely on agents to do their bidding.",
"Roll three times on the Minions table and twice on the Enforcer and Leaders table. Reroll duplicate results, or pick options that fit the cult, the campaign, and the adventure.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Book/00-018.minions.webp"
},
"width": 850,
"height": 1121
},
{
"type": "table",
"colLabels": [
"D12",
"Minions"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@creature Bandit|XMM|Bandits}"
],
[
"2",
"{@creature Berserker|XMM}"
],
[
"3",
"{@creature Cultist|XMM|Cultists}"
],
[
"4",
"{@creature Ghoul|XMM}"
],
[
"5",
"{@creature Guard|XMM|Guards}"
],
[
"6",
"{@creature Priest Acolyte|XMM}"
],
[
"7",
"{@creature Scout|XMM}"
],
[
"8",
"{@creature Spy|XMM}"
],
[
"9",
"{@creature Tough|XMM}"
],
[
"10",
"{@creature Warrior Infantry|XMM|Warrior}"
],
[
"11",
"{@creature Deep One Hybrid|CthulhuTorchlight}"
],
[
"12",
"{@creature Rat-Thing|CthulhuTorchlight}"
]
]
},
{
"type": "table",
"colLabels": [
"D12",
"Enforcers and Leaders"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@creature Assassin|XMM}"
],
[
"2",
"{@creature Doppelganger|XMM}"
],
[
"3",
"{@creature Druid|XMM}"
],
[
"4",
"{@creature Gladiator|XMM}"
],
[
"5",
"{@creature Green Hag|XMM}"
],
[
"6",
"{@creature Guard Captain|XMM}"
],
[
"7",
"{@creature Mage|XMM}"
],
[
"8",
"{@creature Tough Boss|XMM}"
],
[
"9",
"{@creature Warrior Veteran|XMM}"
],
[
"10",
"{@creature Dimensional Shambler|CthulhuTorchlight}"
],
[
"11",
"{@creature Shoggoth|CthulhuTorchlight}"
],
[
"12",
"{@creature Great Race of Yith|CthulhuTorchlight}"
]
]
}
],
"id": "032"
},
{
"type": "entries",
"name": "The Lurking Horror",
"entries": [
"Unless the characters intervene, the cult achieves its goal. The cult should be about two days away from completing its task. That time span forces the characters to act but provides enough time for the PCs to investigate. They can spend the first day gathering clues and investigating the situation, and the second day acting on a plan to foil the cult.",
"With the task not yet completed, determine what the cult still needs to do. Those tasks are the key elements that the characters can disrupt. Each of the entries below describes how the characters can foil the cult's plan.",
{
"type": "table",
"colLabels": [
"D6",
"Final Task"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Festival"
],
[
"2",
"Masterwork"
],
[
"3",
"The Stars are Right"
],
[
"4",
"The Creature Stirs"
],
[
"5",
"The Gate Opens"
],
[
"6",
"Unwitting Apocalypse"
]
]
},
"{@b Festival}",
"A local town or temple hosts a festival in the coming days. The festival includes several traditions that, unknown to the locals, are important rituals to prevent a Mythos incursion.",
{
"type": "entries",
"name": "The Cult's Goal:",
"entries": [
"The cult seeks to infiltrate the festival, either replacing participants or using their spies or secret minions to subvert it."
],
"id": "034"
},
{
"type": "entries",
"name": "The PCs' Goal:",
"entries": [
"Root out the imposters and stop them from enacting their strange, twisted version of the rite."
],
"id": "035"
},
"{@b Masterwork}",
"The cult works to create a massive object, such as a statue, a mural, or some other work of art, that allows them to achieve their goals once it is complete. This place's location is a mystery.",
{
"type": "entries",
"name": "The Cult's Goal:",
"entries": [
"The cult needs one last ingredient or piece. They don't have it yet, but if they find it their work is complete."
],
"id": "036"
},
{
"type": "entries",
"name": "The PCs' Goal:",
"entries": [
"Figure out what the cult needs and prevent it from falling into their hands."
],
"id": "037"
},
"{@b The Stars are Right}",
"The cult has worked and toiled for years, and at least their day of reckoning is at hand. When the time is right, they can conduct a ritual to achieve their goals.",
{
"type": "entries",
"name": "The Cult's Goal:",
"entries": [
"Gather the cultists and the materials needed for the rite in secret. Keep the location hidden. By keeping outsiders away, they can complete their work in peace."
],
"id": "038"
},
{
"type": "entries",
"name": "The PCs' Goal:",
"entries": [
"Find out who is involved in the cult, what they need, and where they intend to conduct the ritual."
],
"id": "039"
},
"{@b The Creature Stirs}",
"The cult works to awaken a Mythos creature that is caught in a slumber or otherwise magically imprisoned. Their work is almost done and soon their horror will walk their world.",
{
"type": "entries",
"name": "The Cult's Goal:",
"entries": [
"Distract the locals by creating a diversion to keep them busy while the creature slumbers. Stage an attack, trigger a crime wave, or otherwise keep them too busy to notice that a horrid creature is about to awaken."
],
"id": "03a"
},
{
"type": "entries",
"name": "The PCs' Goal:",
"entries": [
"See through the cult's distraction and figure out what they are up to. Track down the creature's location and slay it or send it back to sleep before it gains its full power."
],
"id": "03b"
},
"{@b The Gate Opens}",
"A gate has opened to another world, a long-lost dungeon, or some other location. The gate is in an old building in town. The cult is desperate to journey through the gate and loot the ancient location of its secrets, but they must do so discreetly.",
{
"type": "entries",
"name": "The Cult's Goal:",
"entries": [
"Work in secret, ferrying supplies and cultists into the gate without drawing attention. Plunder the location of its treasure and power without dying in the process."
],
"id": "03c"
},
{
"type": "entries",
"name": "The PCs' Goal:",
"entries": [
"Put together the cult's activities to reveal their plan. Find the gate. Journey through it and deal with the hideous evils and bizarre magic that the cult has unleashed and cannot control."
],
"id": "03d"
},
"{@b Unwitting Apocalypse}",
"The cult has determined that an innocent artisan, sage, or performer is unwittingly working on a project that helps further their aims. If this person can complete their work, the cult stands to benefit greatly.",
{
"type": "entries",
"name": "The Cult's Goal:",
"entries": [
"Support this person, prevent others from distracting them, provide them with what they need, prevent anyone from figuring out the true nature of their work."
],
"id": "03e"
},
{
"type": "entries",
"name": "The PCs' Goal:",
"entries": [
"Determine the actual nature of the person's work. Convince them to stop doing it without doing anything too evil (like killing them)."
],
"id": "03f"
}
],
"id": "033"
},
{
"type": "entries",
"name": "Clues and Investigation",
"entries": [
"An investigation adventure focuses on clues, pieces of information that the characters acquire to help them understand what is actually going on. A good clue has the following traits.",
{
"type": "entries",
"name": "It Narrows Possibilities",
"entries": [
"An investigation starts with a broad range of options the players can pursue. Each clue should narrow those possibilities by providing more details on what is happening. A clue can give information on a physical trait of a person involved with the cult, give the general area where a ritual might happen, or narrow the list of suspects down."
],
"id": "041"
},
{
"type": "entries",
"name": "It Provides Useful Information",
"entries": [
"The information needs to be relevant to what the characters seek. Whether that's immediately apparent (\"We know the traitor wears a blue cloak!\") or not (\"Why are these guys collecting purple vases?\") that information revealed should be important to understanding the situation. Otherwise, it wastes time and creates a distraction."
],
"id": "042"
},
{
"type": "entries",
"name": "It Prompts More Questions",
"entries": [
"A clue shouldn't provide the solution or answer in a direct way. It should push the characters to investigate further. The information they gain tells them who or what to focus on but omits key elements like motivation."
],
"id": "043"
}
],
"id": "040"
},
{
"type": "entries",
"name": "Types of Clues",
"entries": [
"Each Lurking Horror has a secret at its core. The characters must investigate, uncover the truth behind that secret, and act on that information. If the characters miss some clues, they face a tougher challenge trying to defeat the cult. If the characters miss all the clues, the adventure turns into a fight for survival as they must deal with the cult's success.",
"For a good investigation adventure, you need to design the clues you provide and understand how they all work together. There are three tiers of clues.",
{
"type": "entries",
"name": "Foundation Clues:",
"entries": [
"If the characters miss this information, the adventure goes off the rails. Foundation clues are always obvious to the players and push them into engaging with the action. With only these clues, the characters can take on the cult but do so at a disadvantage. These clues serve as your adventure hook. They do the following:",
{
"type": "list",
"items": [
"Introduce the basic problem.",
"Point the characters in the direction of the people or places they should visit to seek out the key clues."
]
}
],
"id": "045"
},
{
"type": "entries",
"name": "Key Clues:",
"entries": [
"The key clues provide the next level of information that gives the characters an understanding of what's going on. With the clear picture of the situation, they understand the threat and can work to prevent it. With only these clues, the characters can face the cult on equal terms. These clues serve to measure the success of the characters' investigation. They should fill the following criteria:",
{
"type": "list",
"items": [
"Even without these clues, the adventure continues to a climax that involves the characters. The action continues to progress, and the characters have things to do, even if they miss all these clues.",
"However, without them the characters are stuck at a disadvantage.",
"These clues are directional. They push the characters to a location or to a person in search of more information, usually by alerting the characters to their involvement or importance to the cult.",
"There are several of them scattered between multiple locations and NPCs."
]
}
],
"id": "046"
},
{
"type": "entries",
"name": "Critical Clues:",
"entries": [
"The critical clues give the characters information that the cult might not have or that reveals a weakness in their plans. These are the most difficult clues to uncover but provide the characters an edge in handling the cult. These clues are the rewards for players paying attention.",
{
"type": "list",
"items": [
"These clues are optional. Missing them does not disrupt the adventure.",
"These clues are directive. When the characters uncover them, they learn about something they should do, something that might be risky or perilous, but that grants them a reward or edge over their enemies.",
"There are one or two of them in the adventure."
]
}
],
"id": "047"
}
],
"id": "044"
},
{
"type": "entries",
"name": "Arranging Clues",
"entries": [
"Setting up your clues in an adventure is like drawing your dungeon map. You need to understand how they connect and how the characters can access them.",
{
"type": "entries",
"name": "The Starting Point",
"entries": [
"You foundation clues serve as the adventure's starting point, like the stairway down into a dungeon level. Unlike a dungeon, where the corridors determine where the party can go, you need to understand what your foundation clues point to.",
"Make a list of three to five characters or locations connected to your foundation clue. The connections should be obvious and contained within the clue itself.",
"Characters and locations need to be specific enough that the characters can follow up on them. Each one should point to a specific thing or a category that has only one real destination. For example, if a foundation clue points to a sailor it should either point to a specific one (Bob the sailor) or a specific type (a sailor who served about the HMS Condor). The foundation clue should not require further guesswork by the players."
],
"id": "049"
},
{
"type": "entries",
"name": "The Next Layer",
"entries": [
"Plant a key clue in each of the elements that the foundation points to. An NPC might know something, or a location might hide an item that can direct the PCs. Unlike the foundation clue, a key clue can be vague, require some puzzling out, or require the PCs to overcome a monster, a puzzle, or some other barrier. Remember, missing out on a key clue is OK the adventure can continue.",
"Each key clue then should offer two paths forward. Determine what the PCs options are if they find the clue and if they miss it. It's OK if missing a clue points them back to the next option or location provided by the foundation, as long as one of the foundation's targets can move the adventure forward."
],
"id": "04a"
},
{
"type": "entries",
"name": "Going Deeper",
"entries": [
"You should have one to three clues that your key clues point to. These clues should be your critical clues. You can feature more than one such clue or spread out all the information for a critical clue across multiple locations and NPCs.",
"These clues should assume the characters fail to uncover or understand them. From here, the action should either push toward the finale or the characters have the option to retrace their steps and investigate some of the NPCs or locations from the starting point or the next layer."
],
"id": "04b"
},
{
"type": "entries",
"name": "Finale",
"entries": [
"Finally, the adventure ends. The Lurking Horror comes to pass, with the PCs either accumulating enough information to handle it or forced to deal with a truly deadly Mythos threat."
],
"id": "04c"
}
],
"id": "048"
},
{
"type": "entries",
"name": "Adding Twists",
"entries": [
"The model outlined here provides you with the basic structure for creating an investigation adventure featuring the Cthulhu Mythos. However, a good adventure is dynamic and reactive. The situation changes as the action progresses.",
"Twists are events that you can introduce at any point during an adventure. They serve to kick the action forward if the characters are stuck or to add an unexpected challenge that the party must overcome.",
"Twists represent the world pushing back at the characters. For each twist, create a trigger to determine when it comes into play as a reminder of when to use it. The list below provides some ideas for triggers.",
{
"type": "entries",
"name": "Change in Management",
"entries": [
"The cult undergoes a coup. The prior leader set their plans into motion, but a lieutenant or other force has stepped in, removed that leader, and instituted a new plan. The old regime might even be open to allying with the PCs, and the new group might have a much darker and even worse plan in mind."
],
"id": "04e"
},
{
"type": "entries",
"name": "Counter Punch:",
"entries": [
"The cult has agents that keep watch on potential enemies. If the PCs draw attention to themselves, they risk an attack by the cult. A brutal cult might simply try to kill the PCs, but a clever one seeks to discredit them to ensure that no one in the area helps them. A really clever cult uses proxies, unwitting NPCs who speak out against the PCs out of fear or concerns whipped up by the cult."
],
"id": "04f"
},
{
"type": "entries",
"name": "Dire Omens:",
"entries": [
"The cult's activities spawn unexpected magical effects. Strange monsters appear in the area, bizarre weather takes hold, innocent folk are struck by bouts of paranoia or violence, or earthquakes rock the land. These omens spread fear and uncertainty, making it more difficult for the PCs to conduct their investigation unless they can win the trust of the local folk."
],
"id": "050"
},
{
"type": "entries",
"name": "Traitor:",
"entries": [
"A seemingly trustworthy NPC is actually a cult agent. They keep tabs on the party and provide hints and advice that lead the PCs astray. Alternatively, someone within the cult experiences a change of heart. They could reach out to the PCs or provide surreptitious aid to the PCs. Of course, it's not guaranteed that this person has the characters' best interest in mind."
],
"id": "051"
},
{
"type": "entries",
"name": "The Wrecking Ball:",
"entries": [
"Someone else decides to investigate the same mystery as the characters, but they approach it with the subtly of a wrecking ball. The characters need to find a way to bring this NPC into line, or they risk drawing the cult's attention, scaring off NPCs who could prove helpful, or damaging objects that could provide clues."
],
"id": "052"
}
],
"id": "04d"
},
{
"type": "entries",
"name": "Tracking Time",
"entries": [
"The model outlined here provides you with the basic structure for creating an investigation adventure featuring the Cthulhu Mythos. However, a good adventure is dynamic and reactive. The situation changes as the action progresses."
],
"id": "053"
}
],
"id": "030"
},
{
"type": "entries",
"name": "Skill Challenges",
"entries": [
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Book/00-017.challenges.webp"
},
"width": 1700,
"height": 1171
},
"An investigation into eldritch horrors requires the characters to convince reluctant witnesses to provide information, to uncover items hidden away by cultists, and to decipher an ancient text that contains the otherworldly chant needed to unravel a summoning ritual.",
"These obstacles require more effort than a single check to complete. The following rules allow you to set up dynamic, interesting noncombat encounters called skill challenges and manage them at the table.",
{
"type": "entries",
"name": "Overview",
"entries": [
"A skill challenge is broken into two rounds. During each round, each character has the chance to use a skill to help the group make progress toward its goal. After the first round, the DM introduces a twist that shifts the nature of the challenge or introduces a complication. The group then has another chance to make skill checks. The DM then determines the skill challenge's outcome."
],
"id": "055"
},
{
"type": "entries",
"name": "Order of Play",
"entries": [
"Each round, the players choose the order in which they act. Each character can use one skill or take an equivalent action, such as casting a spell."
],
"id": "056"
},
{
"type": "entries",
"name": "Rounds and Time Scale",
"entries": [
"Each round in a noncombat encounter lasts an amount of time based on the needs of the scenario. A round might be a minute, 10 minutes, an hour, or a day or more of travel. The skill challenge rules abstract time, boiling a character's effort down into a single check.",
{
"type": "entries",
"name": "Two Rounds",
"entries": [
"Regardless of the time scale, a noncombat encounter should take two rounds. The characters act, the DM adds a twist, the characters act again, and then the DM determines success or failure."
],
"id": "058"
}
],
"id": "057"
},
{
"type": "entries",
"name": "Stakes",
"entries": [
"A skill challenge is built around a key question, either one chosen by the players or one dictated by the adventure or encounter. This question plays an important role in determining the characters' success or failure in an adventure. Common stakes include:",
{
"type": "list",
"items": [
"Can the characters escape a pursuing monster?",
"Can the characters convince a paranoid sage to lend them an ancient book?",
"Can the characters sneak up on a sentinel?"
]
},
"A goal has three outcomes, failure, partial success, and success.",
"Success means the characters achieve their aims and avoid any future entanglements or drawbacks.",
"Partial success means that the characters achieve their goal but at the cost of taking on a drawback that makes their lives more difficult going forward.",
"Failure means the characters have not only failed to reach their goal, but they also suffer some sort of drawback that prevents them from pursuing it using the same approach covered by the skill challenge."
],
"id": "059"
},
{
"type": "entries",
"name": "Skills",
"entries": [
"Based on the goal, the DM determines which skills allow the characters to make progress in overcoming the challenge. The players can also come up with inventive uses for their skills that apply to the situation."
],
"id": "05a"
},
{
"type": "entries",
"name": "Check DC",
"entries": [
"The DCs for each skill should be based on the nature of the skill challenge. In most cases, one skill should be very easy with a DC of 10. In return, that skill can only add 1 progress per round. One other skill should be much harder, with a DC of 25. On a successful check, the players' next check that round should have advantage. Half of the remaining skills should be DC 15 and the other half DC 20."
],
"id": "05b"
},
{
"type": "entries",
"name": "Progress",
"entries": [
"Unlike normal checks, which are only pass or fail, a skill check in a skill challenge allows you to make progress toward your goal. If the check fails, you make no progress.",
"Progress is tracked for the whole party. It starts at 0 when a skill challenge begins. When you succeed a check, you gain 1 progress. If you roll a natural 20 or your result is 10 or higher than the DC, you gain 2 progress.",
"Your progress at the end of the skill challenge determines your level of success."
],
"id": "05c"
},
{
"type": "entries",
"name": "The Twist",
"entries": [
"A noncombat challenge always poses some sort of twist. At the end of the first round, the characters suffer a drawback that complicates their efforts. The specific twist might depend on the party's progress total at the end of the round. Apply the effects of the twist, then continue to round two."
],
"id": "05d"
},
{
"type": "entries",
"name": "Resolving the Complex Skill Check",
"entries": [
"At the end of the second round, look at the party's total progress and determine the outcome.",
{
"type": "table",
"colLabels": [
"Party Size",
"Failure",
"Partial Success",
"Success"
],
"colStyles": [
"col-2",
"col-3",
"col-3",
"col-4"
],
"rows": [
[
"1",
"0",
"1+",
"2+"
],
[
"2",
"1 or less",
"2+",
"3+"
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[
"3",
"2 or less",
"3+",
"5+"
],
[
"4",
"2 or less",
"3+",
"6+"
],
[
"5",
"3 or less",
"4+",
"8+"
],
[
"6",
"4 or less",
"5+",
"9+"
],
[
"7",
"5 or less",
"6+",
"11+"
],
[
"8",
"5 or less",
"6+",
"12+"
],
[
"Per +1 character",
"Less than partial success",
"+1",
"+2"
]
]
}
],
"id": "05e"
},
{
"type": "entries",
"name": "Experience Awards",
"entries": [
"Whether the characters succeed or fail, they gain XP equal to what they would earn for defeating a moderate encounter for their level using the encounter XP budgets."
],
"id": "05f"
}
],
"id": "054"
},
{
"type": "entries",
"name": "Example Skill Challenges",
"entries": [
"{@variantrule Skill|XPHB} challenges, like combat, are a framework in which your creativity can take root. By design they offer a lot of different ways you can challenge the players. Use the skill challenges below as a starting point for designing your own.",
{
"type": "entries",
"name": "Chases",
"entries": [
"The characters need to run down a fleeing cultist before he can reach a ritual circle, or vice versa.",
{
"type": "entries",
"name": "Stakes",
"entries": [
"Can the characters overtake a fleeing NPC? Alternatively, can the PCs escape a pursuing monster."
],
"id": "062"
},
{
"type": "entries",
"name": "Relevant Skills-Characters Chasing an NPC",
"entries": [
"{@skill Acrobatics|XPHB}, {@skill Athletics|XPHB}, {@skill Deception|XPHB}, {@skill Insight|XPHB}, {@skill Investigation|XPHB}, {@skill Survival|XPHB}. {@skill Acrobatics|XPHB} and {@skill Athletics|XPHB} allow the characters to run down their opponent. {@skill Deception|XPHB} can lure an NPC into slacking the pace or trick them into picking the wrong path, such as a dead end. {@skill Insight|XPHB} and {@skill Investigation|XPHB} allow the characters to get a read on their prey and the surroundings, creating an opportunity to intercept them or predict their moves. {@skill Survival|XPHB} allows the party to pick a shortcut or read their target's tracks."
],
"id": "063"
},
{
"type": "entries",
"name": "Relevant Skills-Characters Trying to Escape",
"entries": [
"{@skill Acrobatics|XPHB}, {@skill Athletics|XPHB}, {@skill Deception|XPHB}, {@skill Nature|XPHB}, {@skill Perception|XPHB}, {@skill Stealth|XPHB}. {@skill Acrobatics|XPHB} and {@skill Athletics|XPHB} allow the characters to pull away from their pursuers. {@skill Deception|XPHB} and {@skill Stealth|XPHB} can throw someone off the trail. {@skill Nature|XPHB} and {@skill Perception|XPHB} allow the characters to spot a better, easier trail to make progress."
],
"id": "064"
},
"{@b Twists}",
"There are a variety of twists you can apply to a chase encounter.",
{
"type": "entries",
"name": "Change of Scenery",
"entries": [
"The terrain changes, such as from crowded city streets to an open park. The list of skills the characters can use changes to reflect this new environment and the skill DCs can change."
],
"id": "065"
},
{
"type": "entries",
"name": "Choice",
"entries": [
"The characters are faced with a choice. They can pick from two different paths, each with a different set of skills and DCs."
],
"id": "066"
},
"{@b Result}",
"A chase typically has three different results.",
{
"type": "entries",
"name": "Success",
"entries": [
"The characters escape, or they corner their opponent and force them into a confrontation."
],
"id": "067"
},
{
"type": "entries",
"name": "Partial Success",
"entries": [
"The characters escape or overtake their opponent, but each PC takes a level of {@condition exhaustion} as they must push themselves to their limits."
],
"id": "068"
},
{
"type": "entries",
"name": "Failure",
"entries": [
"The pursuers overtake the party. The characters are too exhausted to keep running and must face them. Alternatively, the PCs' opponent escapes."
],
"id": "069"
}
],
"id": "061"
},
{
"type": "entries",
"name": "Social Encounters",
"entries": [
"An NPC has something the characters want. Violence - for whatever reason - isn't an option. Time to try talking with our words, rather than our swords.",
{
"type": "entries",
"name": "Stakes",
"entries": [
"Can the characters talk an NPC into doing something? In this type of encounter, player intent is critical. Be sure to spend a moment to get clarity on what the party is trying t to do."
],
"id": "06b"
},
{
"type": "entries",
"name": "Relevant Skills",
"entries": [
"{@skill Deception|XPHB}, {@skill Insight|XPHB}, {@skill Intimidation|XPHB}, and {@skill Persuasion|XPHB}. All four of these skills are useful in shaping an NPC's attitudes and understanding their mindset. In addition, other skills can come into play depending on the specific situation. See the advice below for using skills in noncombat encounters."
],
"id": "06c"
},
"{@b Twists}",
"There are a variety of twists you can apply to a chase encounter.",
{
"type": "entries",
"name": "Meddler",
"entries": [
"A meddling NPC shows up to interfere with the characters' efforts. The NPC might increase the DC for some skills, remove skills as an option, and add new ones to the mix. For example, a noble's bodyguard might arrive and make {@skill Intimidation|XPHB} checks more difficult."
],
"id": "06d"
},
{
"type": "entries",
"name": "Swap the Stakes",
"entries": [
"The NPC makes a counteroffer to get the characters to swap to a different goal. They might offer a bribe, a lesser version of the character's goal, and so on. This offer should compromise the characters' aims in some way in order to levy a price on their ambitions. If the characters accept, the encounter ends with the terms agreed on by both parties."
],
"id": "06e"
},
{
"type": "entries",
"name": "Challenge!",
"entries": [
"The NPC levies an accusation against the PCs or otherwise challenges them to perform some feat on the spot. A character singled out by the NPC must make a check using a skill and DC of the DM's choice. If they succeed, the entire party gains {@variantrule Advantage|XPHB} on their checks for the next round. If they fail, the chosen character cannot make a check in the next round."
],
"id": "06f"
},
"{@b Result}",
"A social interaction typically has three different results.",
{
"type": "entries",
"name": "Success",
"entries": [
"The characters sway the NPC and get what they want."
],
"id": "070"
},
{
"type": "entries",
"name": "Partial Success",
"entries": [
"The characters get what they want, but they make an enemy out of the NPC, owe them a debt, or anger some other party involved in the interaction."
],
"id": "071"
},
{
"type": "entries",
"name": "Failure",
"entries": [
"The characters fail to sway the NPC, who now takes actions to oppose the characters' goals or otherwise has a change in attitude that prevents further negotiation."
],
"id": "072"
}
],
"id": "06a"
},
{
"type": "entries",
"name": "Travel",
"entries": [
"{@variantrule Skill|XPHB} challenges are useful for modeling travel when it is uncertain if the characters can reach a destination in time or avoid a danger along the way.",
{
"type": "entries",
"name": "Stakes",
"entries": [
"Travel stakes should include more than determining if the characters reach a location. That is a simple yes or no question that you can resolve with a single check. Instead, use a skill challenge to determine when the characters arrive at a location or the kind of encounters they must handle on their way there."
],
"id": "074"
},
{
"type": "entries",
"name": "Relevant Skills",
"entries": [
"{@skill Animal Handling|XPHB}, {@skill Athletics|XPHB}, {@skill Nature|XPHB}, {@skill Perception|XPHB}, {@skill Stealth|XPHB}, {@skill Survival|XPHB}. {@skill Nature|XPHB} and {@skill Survival|XPHB} are logical skills to help characters navigate during a journey. {@skill Stealth|XPHB} and {@skill Perception|XPHB} can help them avoid danger or spot opportunities for safer, easier paths. {@skill Animal Handling|XPHB} would be useful for keep pack animals or mounts healthy and working hard. {@skill Athletics|XPHB} helps the characters push through obstacles or navigate {@variantrule Difficult Terrain|XPHB}."
],
"id": "075"
},
"{@b Twists}",
"There are a variety of twists you can apply to travel encounters.",
{
"type": "entries",
"name": "Bad Weather",
"entries": [
"A sudden storm, a flash flood, or some other extreme weather event threatens to derail the characters. The characters can either proceed with the next round of the skill challenge with new skills and DCs to match the changing environment, or they must navigate through a dangerous location or dungeon. For instance, the characters might need to enter a dungeon to cross a mountain chain rather than attempt to cross a snow-filled pass. If they escape the dungeon, they automatically succeed the skill challenge."
],
"id": "076"
},
{
"type": "entries",
"name": "Monsters",
"entries": [
"A group of monsters blocks the characters' way. The characters need to overcome the monsters in an encounter, such as by defeating them in combat, talking their way past them, or sneaking by them in order to continue the skill challenge."
],
"id": "077"
},
"{@b Result}",
"Travel illustrates the importance of using skill challenges to change the state of the campaign. If the players don't reach their destination, they just try again until they get there. It's important to think of results that change the situation rather than push you into repetitive play.",
{
"type": "entries",
"name": "Success",
"entries": [
"The characters arrive at their destination on time."
],
"id": "078"
},
{
"type": "entries",
"name": "Partial Success",
"entries": [
"The characters arrive at their destination, but they might arrive after a rival NPC gets there and makes life difficult, or they arrive with two levels of {@condition exhaustion} due to their difficult journey."
],
"id": "079"
},
{
"type": "entries",
"name": "Failure",
"entries": [
"The characters arrive at their destination too late to complete a task, or they lost the opportunity to reach a place. The magic portal closes, the seasons change and an island is now unreachable, or the city is razed by an invading force."
],
"id": "07a"
}
],
"id": "073"
},
{
"type": "entries",
"name": "Designing Skill Challenges",
"entries": [
"A good skill challenge is like a miniature story with a beginning, middle, and end. The beginning is the first round, with the players diving into skill checks. The middle is the twist, when the situation changes and the players are either forced to overcome an obstacle or given the chance to reverse their initial stumbles. The final is the last round, when the players make their last checks and the challenge is resolved.",
"{@b Setting Stakes}",
"The stakes in a skill challenge need to be clear to the players at the beginning, while featuring enough uncertainty in what might happen that action can take an unexpected turn. When possible, give the players the chance to set the stakes they want to pursue.",
"Avoid stakes that are simple yes or no questions. There needs to be a level of uncertainty in the outcome beyond success and failure. Since a skill challenge takes time to resolve, the situation should be able to change in a way that leads to outcomes that don't match what the players expected from the beginning.",
"Start with a simple yes or no question, then find a way to inject some uncertainty that points to a middle outcome or the possibility of something interfering in how things play out.",
"\"Will the Sapphire Mystic give the PCs access to the scrying pool?\" is a good starting point, but it is a yes or no question. Add an extra layer of uncertainty by introducing an additional party or some other unpredictable influence. \"Will the Sapphire Mystic give the PCs access to the scrying pool before he realizes they are imposters?\" adds some extra complications. In this case, the partial success might be that the Mystic figures out that they are imposters but still allows them access to the pool at a price.",
"{@b Choosing Skills}",
"Try to select at least one skill for each ability, though remember that no skill is tied to Constitution. That variety makes it easier for more characters to join in the action. Don't shy away from talking to the players about which skills they can use. Make suggestions to help point out which skills the characters can use if the players are stuck. Be open to creative use of skills if the player comes up with a check that is relevant to the action.",
"In addition to picking on skill for each ability score, try to avoid having more than two skills from any one score. A total of six to nine skills should give plenty of options.",
"{@b Strength}. {@skill Athletics|XPHB}.",
"{@b Dexterity}. {@skill Acrobatics|XPHB}, {@skill Sleight of Hand|XPHB}, {@skill Stealth|XPHB}.",
"{@b Intelligence}. {@skill Arcana|XPHB}, {@skill History|XPHB}, {@skill Investigation|XPHB}, {@skill Nature|XPHB}, {@skill Religion|XPHB}.",
"{@b Wisdom}. {@skill Animal Handling|XPHB}, {@skill Insight|XPHB}, {@skill Medicine|XPHB}, {@skill Perception|XPHB}, {@skill Survival|XPHB}.",
"{@b Charisma}. {@skill Deception|XPHB}, {@skill Intimidation|XPHB}, {@skill Performance|XPHB}, {@skill Persuasion|XPHB}.",
"{@b Check DC}",
"Varying DCs is a great way to reward specialized characters, especially with skills that do not see a lot of use in your campaign. Since the players can pick which skills they use, don't be afraid to use higher than normal DCs.",
"Set one skill to 25 but consider giving an added benefit (such as {@variantrule Advantage|XPHB} on the next check the characters make) for a success. Set another one to 10 but limit the characters to using that skill once per round. Set half the remaining skills to DC to 20 and the rest to 15.",
"{@b Twists}",
"The twist is the key to making a skill challenge interesting. It adds a dynamic element that keeps the players on their toes. The twist needs to introduce some element of change to the skill challenge. The examples above give some ideas for how you can do that. Here are some general ideas to use.",
{
"type": "entries",
"name": "Bargain",
"entries": [
"The characters might be given the chance to accept an outcome for the skill challenge in return for providing a service to an NPC. In a social skill challenge, an NPC might offer a deal. This twist gives the characters a chance to dodge the chance of failure at the cost of accepting some sort of drawback."
],
"id": "07c"
},
{
"type": "entries",
"name": "Catch Up",
"entries": [
"A twist can allow the characters to make up for failed checks in the first round. The encounter can change so that the characters can make more progress in return for each successful check, usually in return for a higher DC, a switch in the skills available, or some other drawback."
],
"id": "07d"
},
{
"type": "entries",
"name": "Challenge",
"entries": [
"The characters might face a sudden challenge that requires one PC to use a skill. The challenge could be an event, a change in the flow of the encounter, or some other complication. On a success, the characters gain an edge in round two. On a failure, they suffer a drawback during the round. They might gain or lose access to a different skill or increase or decrease some of the skill DCs."
],
"id": "07e"
},
{
"type": "entries",
"name": "Skill Change",
"entries": [
"The situation can change to alter the skills that the characters can use to gain progress. An NPC might show up, the weather could change, or the setting or dynamic can otherwise shift."
],
"id": "07f"
},
"{@b Result}",
"The results of a skill challenge are important to help keep the adventure moving forward. The impact they have on an adventure drives home their importance to your campaign.",
{
"type": "entries",
"name": "Success",
"entries": [
"Success is the simplest case to consider. The characters get what they want, though keep in mind that as DM you can set limits on what is possible."
],
"id": "080"
},
{
"type": "entries",
"name": "Partial Success",
"entries": [
"A partial success should add maximum chaos to the campaign. The characters get what they want, but they suffer a drawback that makes their lives complicated going forward."
],
"id": "081"
},
{
"type": "entries",
"name": "Failure",
"entries": [
"Failure might seem easy-the characters fall short-but it's easy for failure to derail the adventure. Failure should add complications to the characters' lives rather than simply bringing the action to a halt. Good failure has two aspects.",
"The failure should make it impossible for the characters to try again. The situation changes or the action moves forward so that the opportunity passes.",
"The failure should add some new aspect to the campaign that the characters must deal with. Maybe some other NPC takes advantage of the opportunity they missed out on."
],
"id": "082"
},
{
"type": "entries",
"name": "Pulling it All Together",
"entries": [
"When creating the result, start by thinking about how success changes the adventure or campaign. Then, consider how failure changes things. The partial success result should pull in elements of the two. The characters gain their success, but they also take on some aspect of failure."
],
"id": "083"
},
{
"type": "inset",
"name": "GM's Option: Improvisation",
"entries": [
"Some groups find that using a set list of skills makes a skill challenge feel overly mechanical. In this case, don't worry about picking skills or DCs ahead of time. Instead, lay out the situation and give each player a chance to do something to help the party's cause. Allow each character to do one thing, judging the necessary check based on the player's description and picking a DC based on your judgment.",
"With each check, narrate how the situation develops based on the check's success or failure. At the end of the round, once everyone has had a chance to do something, introduce the twist and give the players an overview of their progress in narrative, rather than mechanical, terms.",
"At the end of the second round, narrate the outcome, impose any benefits or penalties, and continue with the action."
],
"id": "084"
},
{
"type": "inset",
"name": "GM's Option: Skill Challenges and Combat",
"entries": [
"Skill challenges can add a lot of fun to combat, especially if you want to emphasize interaction and investigation in your game. Treat each round of the skill challenge as one combat round, and have the characters take their turns in initiative sequence as normal. Introduce the twist at the end of the combat's first round and resolve the skill challenge at the end of round two.",
"Balance the fight and the skill challenge assuming that some characters take part in one or the other. For a party of five, you might assume that three PCs take part in the fight while two handle the skill challenge."
],
"id": "085"
}
],
"id": "07b"
}
],
"id": "060"
}
],
"id": "02f"
},
{
"type": "section",
"name": "Chapter 6: Mythos Tomes",
"entries": [
"The secrets of the Cthulhu Mythos would have been lost ages ago had they not manifested in a variety of dreadful tomes. Each tome seems to compel its reader to spread its secrets, translating it into new languages and propagating its loathsome knowledge further and further.",
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Book/00-019.tomes.webp"
},
"width": 1700,
"height": 1171
},
{
"type": "entries",
"name": "Game Rules",
"entries": [
"A mythos tome is a special type of magic item. Each tome has the following elements.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Language:",
"entries": [
"The tome is written in the specified language."
],
"id": "089"
},
{
"type": "entries",
"name": "Attunement Check:",
"entries": [
"In order to attune to a mythos tome, you must first decipher its secrets. Doing so requires a week of study and the listed check. On a success, you attune the tome. On a failure, you do not attune the tome but can try again. To end your attunement to a tome, you must complete a special task described here. Otherwise, you cannot end your attunement to it."
],
"id": "08a"
},
{
"type": "entries",
"name": "Benefits:",
"entries": [
"The tome grants several benefits while you are attuned to it."
],
"id": "08b"
},
{
"type": "entries",
"name": "Drawbacks:",
"entries": [
"Access to horrid secrets comes with a list of drawbacks. You suffer these drawbacks only while attuned to the tome."
],
"id": "08c"
},
{
"type": "entries",
"name": "Insight:",
"entries": [
"While you are attuned to a tome, you gain a dreadful insight with a bonus listed in the tome's description."
],
"id": "08d"
},
{
"type": "entries",
"name": "Lore:",
"entries": [
"While a mythos tome offers mind-warping insights into the strange powers of the mythos, it can also offer practical insights into them. A tome can grant information about a topic as if you had succeeded in a relevant skill check. Each tome lists the benefit it grants."
],
"id": "08e"
}
],
"id": "088"
}
],
"id": "087"
},
{
"type": "entries",
"name": "Example Tomes",
"entries": [
"There are a variety of infamous tomes found in the stories of the Cthulhu Mythos. Here are a few of the more notorious ones.",
{
"type": "list",
"columns": 2,
"items": [
"{@item Book of Dzyan|CthulhuTorchlight}",
"{@item The King in Yellow|CthulhuTorchlight}",
"{@item Necronomicon|CthulhuTorchlight}",
"{@item Pnakotic Manuscripts|CthulhuTorchlight}",
"{@item Seven Cryptical Books of Hsan|CthulhuTorchlight}"
]
}
],
"id": "08f"
},
{
"type": "entries",
"name": "Using Tomes in Your Games",
"entries": [
"A mythos tome works best when it connects to the entities, events, and key characters in your campaign. The examples above draw upon some of the most infamous books of the mythos, ones that your players might already be familiar with. When building your campaign, consider the key horrors that your game deals with.",
"The following section breaks down each element of a tome and gives advice on how to make it relevant to your campaign and how to design news ones for your own use. It uses the {@i Seven Cryptical Books of Hsan} as an example.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Topic and Nature:",
"entries": [
"Who wrote the tome and why? What information does it contain? Why is it dangerous? Answering these questions establishes the tome's purpose in the campaign and informs the rest of its design or the reason for its importance.",
"Think of a tome as a quest that a character is compelled to follow. Make sure that quest aligns with the campaign, as a tome can put tremendous pressure on a character to follow its demands.",
"The {@i Seven Cryptical Books of Hsan} was written to describe a series of divine realms lost to the mythos and imbued with magic that compels the reader to visit them and rid them of those entities."
],
"id": "092"
},
{
"type": "entries",
"name": "Language:",
"entries": [
"The tome's author and the nature of its topic should determine its language. A tome written by a devil should be in Infernal, while one penned by a sage might be in Draconic.",
"The {@i Seven Cryptical Books of Hsan} are written in Celestial in hopes that a benevolent creature would read them and take up their quest."
],
"id": "093"
},
{
"type": "entries",
"name": "Attunement Check:",
"entries": [
"The skill needed to attune a book should be relevant to its contents and its intended audience. A book aimed at an academic probably uses {@skill History|XPHB}. Ones aimed at specific types of casters use {@skill Nature|XPHB} for druids, {@skill Religion|XPHB} for clerics, and {@skill Arcana|XPHB} for wizards, warlocks, and sorcerers. Breaking the attunement should typically involve resolving the challenge the book poses.",
"The {@i Seven Cryptical Books of Hsan} uses {@skill Religion|XPHB}, as it was penned by a celestial creature, and compels its reader to visit the realms it describes to break the tome's hold."
],
"id": "094"
},
{
"type": "entries",
"name": "Benefits:",
"entries": [
"A tome's benefits should align with what it compels its reader to do. Consider what a character who has the tome is compelled to do. What benefits would aid them or encourage them to follow that path? The benefits should enable the journey to meet a deity or enter a deadly place but perhaps offer no assistance once a character faces their doom.",
"The {@i Seven Cryptical Books of Hsan} augments a character's casting, an added layer of power to aid them in rescuing the realms it describes."
],
"id": "095"
},
{
"type": "entries",
"name": "Drawbacks:",
"entries": [
"The drawback should be a counterweight to the benefit, offering a thematic downside to the book's power. The {@i Seven Cryptical Books of Hsan} has a simple, direct drawback: Visit the realms it describes or slowly waste away."
],
"id": "096"
},
{
"type": "entries",
"name": "Insight:",
"entries": [
"The dreadful insight should help drive a character forward. The insight offered by the {@i Seven Cryptical Books of Hsan} attempts to align the character's interests with the book's ultimate goal."
],
"id": "097"
},
{
"type": "entries",
"name": "Lore:",
"entries": [
"The lore a book offers should enable the pursuit of its challenge, making it easy for a character to access the information they need to press forward to their doom. The {@i Seven Cryptical Books of Hsan} provide insights into dead gods, presumably the one-time inhabitants of the lost realms it describes."
],
"id": "098"
}
],
"id": "091"
}
],
"id": "090"
}
],
"id": "086"
},
{
"type": "section",
"name": "Chapter 7: Monsters of the Mythos",
"entries": [
"The creatures of the Cthulhu Mythos are malevolent deities, their evil made all the worse by their utter lack of regard for humanity and other folk as worthy of any notice. These creatures form the backbone of any Mythos threat.",
{
"type": "inset",
"name": "DESIGN NOTE: TERROR IN TRANSPARENCY",
"entries": [
"When in doubt, make it clear to players what happens when a Mythos creature attacks or uses a special ability. Describe the consequences of a failed saving throw before the players roll. If a Mythos creature uses a feature that allows it to land critical hits more often, describe the creature studying a character's throat. Tell the players what the effect does.",
"You might have the impulse to hide this information, but an easy way to add tension and fear to a game is to make an explicit description of the terrible consequences of failing a saving throw."
],
"id": "09a"
},
{
"type": "entries",
"name": "The Mythos Tag",
"entries": [
"A creature of the Cthulhu Mythos has the Mythos tag. Normally tags have no rules attached to them, but this tag adds some elements to a creature. A creature of the Mythos is not of this world. It has no ability to relate to human emotions, even if our brains try to ascribe such dressing to its action. In addition, their alien anatomy grants them some defenses.",
"A creature with the Mythos tag has immunity to Poison damage. It is immune to the {@condition Charmed|XPHB}, {@condition Frightened|XPHB}, and {@condition Poisoned|XPHB} conditions. It has the Magic Resistance trait.",
"Mythos creatures often have Legendary Actions, allowing them to menace the characters through a combat round.",
"{@b Creating Mythos Creatures}",
"A variety of monsters in traditional fantasy have been inspired by or incorporated into the Cthulhu Mythos. You can add the Mythos tag to any creature or NPC, such as an obsessed cultist whose mind has been blasted by exposure to Great Cthulhu. Doing so marks the creature as a Mythos entity. It gains the benefits detailed above.",
"Below are notes on specific creatures that you can adjust in your campaign to give them a Mythos flair.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Aboleth",
"entries": [
"The aboleth has many similarities to Cthulhu Mythos monsters, making it an excellent candidate as the leader of a cult. Its ability to survive death, plus its capability to control humanoid creatures, allows it to create a web of followers to serve its bidding."
],
"id": "09d"
},
{
"type": "entries",
"name": "Angels, Demons, and Devils",
"entries": [
"Any of these creatures could become corrupted by exposure to knowledge of the Mythos. An angel sworn to protect a kingdom might delve too deeply into a forbidden tome, too arrogant to see the risk. Demons happily grab at any tool that might grant them power, regardless of the danger. Devils may work under strictures that prevent them from interact with the Mythos, but every law has a loophole."
],
"id": "09e"
},
{
"type": "entries",
"name": "Ghouls",
"entries": [
"Ghouls merit special mention, as they appear in a number of Mythos stories. Compared to a world-destroying, otherworldly threat, an undead creature that skulks in a graveyard and feasts on corpses is a relatively mild threat. While they can serve as cultists to fight the PCs, ghouls tend to recall pieces of their mortal lives. They can serve as guides and sages, sharing the lore they have accumulated at a price."
],
"id": "09f"
},
{
"type": "entries",
"name": "Hags and Oni",
"entries": [
"The mysterious witch lurking at the end of civilization is a common trope of the Cthulhu Mythos. Both of these creatures can fill that role, using their magic to appear harmless or even benevolent while directing a cult in secret."
],
"id": "0a0"
},
{
"type": "entries",
"name": "Humanoid NPCs",
"entries": [
"Any NPC can be a cultist, but only those truly warped and twisted by exposure to the Mythos gain the tag. These folk seem normal on the surface, but their minds are long gone. They now effectively serve as an extension of their master's will, happily laying down their lives or dooming the world to destruction."
],
"id": "0a1"
},
{
"type": "entries",
"name": "Undead",
"entries": [
"Skeletons, vampires, and other undead creatures are common parts of Mythos tales. Intelligent undead are typically cultists granted immortality to help them pursue their goals, while skeletons and zombies are obedient servants."
],
"id": "0a2"
}
],
"id": "09c"
},
"{@b Dreadful Insights}",
"Those who encounter the Cthulhu Mythos risk gaining an {@skill Insight|XPHB}, a compulsion to dig deeper into the Mythos. You can use any of the following Dreadful Insights. The Wisdom saving throw DC to avoid gaining an {@skill Insight|XPHB} is 8 + the creature's Charisma + its {@variantrule Proficiency|XPHB|Proficiency Bonus}. You make this saving throw the first time you encounter a Mythos creature after finishing a {@variantrule Long Rest|XPHB}.",
"If more than one character is at risk of gaining an {@skill Insight|XPHB}, apply it to the character who rolled the lowest {@variantrule Saving Throw|XPHB} among those who risked gaining it. Dreadful Insights work best when they apply to one character at a time, as they create tension between the Mythos' effect on a character and the rest of the party's grip on reality.",
"Each Insight includes a note about the types of creatures that can confer it.",
"{@b Call of the Crushing Depths}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Source",
"entries": [
"Dagon, Deep Ones, and their associated allies. Aquatic Mythos creatures.",
"The sea calls to you. You hear the distant clash of waves against the shore, no matter how far you are from the ocean. You are drawn to the sea, feeling a nearly irresistible urge to take to the sea and heed its call. You have no idea where this call might take you, but when you sleep you sometimes dream of a distant, malevolent mind that watches you from the deepest, darkest reaches of the sea. Perhaps you will someday meet the entity behind these eyes and confront them."
],
"id": "0a4"
}
],
"id": "0a3"
},
"{@b Crippling Aversion}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Source",
"entries": [
"Any Mythos creatures. Your encounter with the Mythos has left you shaken. Your mind has fixated on some element of the creature, rite, or object you saw. It now triggers a primordial aversion in you, but at the same time you cannot help but obsess over it. You seek out information and lore related to the Mythos element that gave you this {@skill Insight|XPHB}, even as it wracks you with fear."
],
"id": "0a6"
}
],
"id": "0a5"
},
"{@b Dreams of Ruin}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Source",
"entries": [
"Cthulhu, his allies, and his cult. Your nights are plagued with horrid dreams of a city sunk beneath leagues of black, crushing water. Something dreadful slumbers there, something awful and hungry. Yet despite its clear malevolence, you find yourself drawn to its presence. A phrase echoes though your mind: Ia! Ia! Cthulhu fhtagn! Any shred of information about this creature and its origin must be yours. If only you could understand this thing, draw it to the surface, wake it up fully, allow it to rule the world as it... no, it must be destroyed. That is why you seek its secrets. That is why you pursue it. To destroy it. Yes. That is why."
],
"id": "0a8"
}
],
"id": "0a7"
},
"{@b Grave Obsession}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Source",
"entries": [
"Undead associated with the Mythos. The specter of death hovers over you. You are all too painfully aware of your inevitable demise, but now you know that something far worse than the afterlife awaits you. You obsess over graveyards, tombs, and other places where the dead rest. You are convinced that the secret of immortality, or the key to unlocking the truth behind death, is hidden somewhere in the world. By contacting ghosts, undead creatures, or learning the secrets of the Mythos, you can transcend death and become immortal."
],
"id": "0aa"
}
],
"id": "0a9"
},
"{@b Misplaced Faith}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Source",
"entries": [
"Mi-go, Yithians other intelligent Mythos entities.",
"The creatures of the Mythos cannot be so utterly alien that you cannot reason with them. You refuse to believe that intelligent creatures could lack all sense of mortality and respect for life. You are obsessed with finding a way to communicate with Mythos entities that you deem to be intelligent and potentially reasonable. You are quick to write off their horrid acts as misunderstandings, and seek to build a bridge that can create a bright future for all."
],
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}
],
"id": "0ab"
},
"{@b Primordial Soul}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Source",
"entries": [
"Shub Niggurath, her minions and cultists. Wilderness Mythos creatures.",
"Civilization and its trappings are a lie. The truth behind all reality lies out in the wild, where life runs rampant and all living things may do as they please. Rules, laws, and other artificial constraints serve only to bind you to the will of others. You are obsessed with the idea that the Cthulhu Mythos represents the true nature of reality. By throwing aside civilization and its trappings, you can venture into the wilds and find the true nature of life and reality."
],
"id": "0ae"
}
],
"id": "0ad"
}
],
"id": "09b"
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},
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},
"title": "{@creature Dagon|CthulhuTorchlight}",
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"height": 1253
},
{
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"href": {
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"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-025.deep-ones.webp"
},
"title": "{@creature Deep One|CthulhuTorchlight}",
"maxHeight": 325,
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"height": 898
},
{
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"title": "{@creature Deep One Hybrid|CthulhuTorchlight}",
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"height": 1391
},
{
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},
"title": "{@creature Dimensional Shambler|CthulhuTorchlight}",
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"height": 954
},
{
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"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-028.elder-thing.webp"
},
"title": "{@creature Elder Thing|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 714
},
{
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"href": {
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},
"title": "{@creature Flying Polyp|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1113
},
{
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"href": {
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},
"title": "{@creature Formless Spawn|CthulhuTorchlight}",
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"width": 850,
"height": 1097
},
{
"type": "image",
"href": {
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},
"title": "{@creature Gnoph-Keh|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 819
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-023.cthulhu.webp"
},
"title": "{@creature Great Cthulhu|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1091
},
{
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"href": {
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"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-041.yithian.webp"
},
"title": "{@creature Great Race of Yith|CthulhuTorchlight}",
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"width": 850,
"height": 1601
},
{
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"href": {
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},
"title": "{@creature Greater Crawling One|CthulhuTorchlight}",
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"height": 1227
},
{
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},
"title": "{@creature Greater Dark Young of Shub-Niggurath|CthulhuTorchlight}",
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"width": 850,
"height": 1040
},
{
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"href": {
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},
"title": "{@creature Greater Star-Spawn of Cthulhu|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1044
},
{
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"href": {
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},
"title": "{@creature Hunting Horror|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1041
},
{
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"href": {
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},
"title": "{@creature Lesser Crawling One|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1227
},
{
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"href": {
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},
"title": "{@creature Lesser Dark Young of Shub-Niggurath|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1040
},
{
"type": "image",
"href": {
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},
"title": "{@creature Lesser Star-Spawn of Cthulhu|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1044
},
{
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"href": {
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"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-034.migo.webp"
},
"title": "{@creature Mi-Go|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 749
},
{
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"href": {
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},
"title": "{@creature Nyarlathotep|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1116
},
{
"type": "image",
"href": {
"type": "external",
"url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/refs/heads/main/img/CthulhuTorchlight/Creatures/00-037.rat-thing.webp"
},
"title": "{@creature Rat-Thing|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 715
},
{
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"href": {
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},
"title": "{@creature Shoggoth|CthulhuTorchlight}",
"maxHeight": 325,
"width": 850,
"height": 1146
},
{
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},
"title": "{@creature Shub-Niggurath|CthulhuTorchlight}",
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}
]
}
],
"id": "099"
},
{
"type": "section",
"name": "Credits",
"entries": [
{
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"href": {
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},
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"height": 2227
},
{
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"style": "list-hang-notitle",
"columns": 2,
"items": [
{
"type": "item",
"name": "Lead Shoggoth Wrangler:",
"entries": [
"Mike Mearls"
]
},
{
"type": "item",
"name": "Producer:",
"entries": [
"Neil Robinson"
]
},
{
"type": "item",
"name": "Game Design and Development:",
"entries": [
"Chris Honkala, Mike Mearls, Iam Pace"
]
},
{
"type": "item",
"name": "Technical Editing:",
"entries": [
"Iam Pace, Justin Zerza, Janelle Bawayan"
]
},
{
"type": "item",
"name": "Cover Art:",
"entries": [
"Loic Muzy"
]
},
{
"type": "item",
"name": "Primary Artists:",
"entries": [
"Ola Lanteli, Loic Muzy, Claudio Pozas"
]
},
{
"type": "item",
"name": "Additional Art:",
"entries": [
"Alberto Bontempi, Caleb Cleveland, Andrey Fetisov, Nicholas Grey, Pat Loboyko"
]
},
{
"type": "item",
"name": "Marketing Team:",
"entries": [
"Brian Holland, Monika Godyn"
]
},
{
"type": "item",
"name": "Call of Cthulhu Creative Director:",
"entries": [
"Mike Mason"
]
},
{
"type": "item",
"name": "Cruel but Cute Overseer:",
"entries": [
"Callie, Feline Avatar of Chaos"
]
},
{
"type": "item",
"name": "Playtesters:",
"entries": [
"Will Ansell, Brannon Boren, Ben Cammarano, Heather Conover, Jefferson Dunlap, Nate Heiss, Steve Hobbs, Mons Johnson, Alex Kammer, George Krstic, Chris Lindsay, David McDarby, Ashley Newcombe, Frank Simon, Nick Strann, Steve Warner"
]
},
{
"type": "item",
"name": "Special Thanks:",
"entries": [
"Randy Balisalisa, Ann Earp, Laura Hohman, Brian Perry, Andy Smith, Aaron Sobel, Joe Starr, Laura Thompson, Justin Zerza, and the rest of the D&D Beyond team."
]
}
]
},
{
"type": "inset",
"name": "Disclaimer:",
"entries": [
"Chaosium takes no credit or blame if, after reading Cthulhu by Torchlight, readers begin inexplicably using words such as rugose, squamous, Cyclopean, chthonic, or ineffable in their daily conversations. Chaosium similarly holds no responsibility for spontaneous shouts of \"Ia! Ia! Cthulhu fhtagn!\" If this condition persists, consider a relaxing cruise to the middle of the South Pacific."
],
"id": "0b0"
},
{
"type": "inset",
"entries": [
"This work includes material from the System Reference Document 5.2 (\"SRD 5.2\") by Wizards of the Coast LLC, available at {@link https://www.dndbeyond.com/srd}. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at {@link https://creativecommons.org/licenses/by/4.0/legalcode}. Cthulhu by Torchlight © 2025 Chaosium Inc. All rights reserved.",
"Call of Cthulhu © 1981 - 2025 Chaosium Inc. All rights reserved.",
"Call of Cthulhu, Chaosium Inc, and the Chaosium logo are registered trademarks of Chaosium Inc. All rights reserved.",
"This material is protected under the copyright laws of the United States of America. Reproduction of this work by any means without written permission of Chaosium Inc., except for the use of short excerpts for the purpose of reviews and the copying of character sheets and handouts for in-game use, is expressly prohibited.",
"Find more Chaosium Inc. products at chaosium.com"
],
"id": "0b1"
}
],
"id": "0af"
}
]
}
]
}