Chuul


 

Chuul, CR 4

Large aberration, chaotic evil
Armor Class 16
Hit Points 93 ( 11d10+33 )
Spell Points
Speed 30ft Swim: 30ft

STR

18
+4

DEX

10
+0

CON

17
+3

INT

4
-3

WIS

11
+0

CHA

4
-3

Proficiency Bonus 2
Skills Perception 1d20+4
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages understands Deep Speech but can't speak

Special Abilites

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 Attack: 1d20+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.

Legendary Actions

The chuul can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The chuul regains spent epic actions at the start of its turn.   Detect. The chuul makes a Wisdom (Perception) check.   Tentacles (Costs 2 Actions). The chuul makes one attack on a Grappled creature with its tentacles.   Bash (Costs 3 Actions). If the chuul has two creatures Grappled in its pincers, it bashes them together in one mighty blow. 1d20+6 to hit. Hit: 14 ( 3d6+4 ) Bludgeoning Damage to each target



 
 
Genetic Ancestor(s)

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