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Chuul

Size
Large
Type
Aberration
Alignment
Chaotic-Evil
Armor Class
16
Speeds
30, 30 swim
Strength Score
19
Dexterity Score
10
Constitution Score
16
Intelligence Score
5
Wisdom Score
11
Charisma Score
5
Skill Proficiencies
Perception
Vision
Darkvision (60ft)
Languages Ref
Deep Speech
Hit Points
93
Condition Immunities
Poisoned
Resistances
Immune to Poison Damage
Languages Prep
Deep Speech
Languages
Deep Speech

Large aberration, chaotic evil


Armor Class 16 (natural armor)

Hit Points 93 (11d10+33)

Speed 30 ft., swim 30 ft.


STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (−3)
WIS
11 (+0)
CHA
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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.