This 16" figure of Cthulhu comes packaged with a map, a set of instructions, and twenty-four Cultist Victim tokens. Cthulhu has three dials to represent himself and one dial to represent his attendant cultists. Cthulhu is playable in a 600, 1200, or 1800 point scenario where the players attempt to stop the ritual that will awaken him. This is similar to WizKids' earlier use of Galactus in HeroClix.
Gaze Of Insanity - If Cthulhu succeeds at a ranged combat action against a single target and deals at least 1 damage, in addition to damage dealt give the target action tokens so that it has two action tokens.
Scaly Epidermis - Damage dealt to Cthulhu is reduced by 1. Cthulhu cannot become vulnerable.
Lashing Tentacles - After succeeding at a close combat attack, before dealing damage roll one d6 and add 2 to the result. Cthulhu deals damage equal to the result instead of its damage value.
Stab! - At the end of the Cultist's move, deal 1 damage to all adjacent monsters.
Run Away! - When moving, the Cultist can move only in the most direct movement path toward Cthulhu.
Gibbering - At the end of the Cultist's move, give one action token to all adjacent monsters.
Worship! - Do not move any Cultists. Instead, Cthulhu makes an attack against the nearest monster.
Cultist Death Effects
Stone Blade! - The monster that slayed the Cultist is dealt 1 unpreventable damage.
Rejuvenated! - The monster that slayed the Cultist is healed 1 damage.
Reinforcements! - Place a Cultist token on the unoccupied square nearest Cthulhu.
Annihilate! - As a free action, Cthulhu makes a close or ranged combat attack against the monster that slayed the Cultist. If the attack deals at least 1 damage, the monster is killed.
Special Cthulhu Rules
Cthulhu is never given action tokens when He takes an action, and never becomes vulnerable.
Cthulhu does not move, cannot be assigned move actions, and cannot be moved from the spaces where He is initially placed.
A critical hit made by Cthulhu is an automatic hit, but it does not deal critical hit damage. A critical miss by Cthulhu is an automatic miss, but it does not deal Cthulhu critical miss damage.
When Cthulhu is showing an hourglass in its speed slot, at the end of any player's turn, click Cthulhu's current dial once clockwise.
Cthulhu is not affected by the Impel and Scare powers, ignores the Invisible, Phantom, and Stealth powers when attacking, and cannot go insane or be possessed.