Chuul
Large aberration, chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 93 (11d10 + 33)
- Speed
- 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (+0) | 16 (+3) | 5 (−3) | 11 (+0) | 5 (−3) |
- Skills
- Perception +4
- Damage Immunities
- poison
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- understands Deep Speech but can’t speak
- Challenge
- 4 (1,100 XP)
- Amphibious.
The chuul can breathe air and water.
- Sense Magic.
The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.
Actions
- Multiattack.
The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
- Pincer.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled.
- Tentacles.
One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.