Chuul
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Basic
Size: Large
Type: aberration
Alignment: chaotic evil
Health
Hit Points: 93
Hit Dice: 11d10
HP Roll: 11d10+33
Armor
Type: natural
Value: 16
Movement
Walk: 30 ft.
Fly: None
Swim: 30 ft.
Ability Scores
Strength: 19
Dexterity: 10
Constitution: 16
Intelligence: 5
Wisdom: 11
Charisma: 5
Proficiencies
- Skill: Perception: +4
Senses
- darkvision: 60 ft.
- passive_perception: 14
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
- poison
Condition Immunities
- Poisoned
Special Abilities
- 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.
Legendary Actions
NoneOther Information
Languages: understands Deep Speech but can't speak
Challenge Rating: 4
Proficiency Bonus: 2
XP: 1100