Chuul | Monsters
Type | Aberration |
---|---|
Hit Points | 93 (11d10 + 33) |
Armor Class | 16 |
Challenge | 4, 1100 XP |
Speed | 30 Ft., Swim 30 Ft. |
Size | Large |
Alignment | Chaotic Evil |
Languages | Understands Deep Speech But Can't Speak |
Senses | Darkvision 60 Ft., Passive Perception 14 |
Skills | Perception +4 |
Condition Immunities | Poisoned |
Damage Immunities | Poison |
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
---|---|---|---|---|---|
19 | 10 | 16 | 5 | 11 | 5 |
Description
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.