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Spell-warped Chuul

Size
Large
Type
Aberration
Challenge Rating
7
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
16
Speeds
30, swim 40
Walking Speed
30
Swimming Speed
40
Strength Score
18
Dexterity Score
10
Constitution Score
16
Intelligence Score
5
Wisdom Score
16
Charisma Score
10
Vision
Darkvision (60ft)
Languages Ref
understands Deep Speech but can't speak
Hit Points
127
Condition Immunities
Frightened, Poisoned
Resistances
Immune to Poison Damage

Large aberration


Armor Class 16

Hit Points 127 (15d10+45)

Speed 30 ft., swim 40 ft.


STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (−3)
WIS
16 (+3)
CHA
10 (+0)

Damage Immunities poison

Condition Immunities frightened, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages understands Deep Speech but can't speak

Challenge 7 (2,900 XP)

Amphibious. The chuul can breathe air and water.

Detect Magic. The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic.

Spell-warped. The spell-warped Chuul possesses one of the following traits.

Absorb Magic. The chuul has advantage on saving throws against spells and other magical effects. Whenever the chuul successfully saves against a spell or magical effect, it magically gains 5 (1d10) temporary hit points. While these temporary hit points last, the chuuls pincer attacks deal an additional 3 (1d6) force damage.

King-Sized Claw. One of the chuuls pincers deals 18 (4d6 + 4) bludgeoning damage on a successful hit. A creature grappled by this pincer makes ability checks to escape the grapple with disadvantage.

Rune Drinker. Whenever the chuul takes damage from a magic weapon, until the start of the chuuls next turn attacks made with that weapon have disadvantage, and the chuul gains a +4 bonus to AC.

Sparking Wand. A wand of lightning bolts adorns the chuuls carapace. A creature that starts its turn within 10 feet must make a successful DC 14 Dexterity saving throw or take 7 (2d6) lightning damage. As an action, a creature within 5 feet of the chuul can grab the wand by making a successful DC 14 Athletics or Sleight of Hand check. A creature that fails this check must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) lightning damage and is knocked prone. On a successful save, a creature takes half damage and isnt knocked prone.

Actions

Multiattack. If the chuul is grappling a creature it uses its tentacle on that creature. It then makes two pincer attacks.

Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature it is grappled (escape DC 15). When carrying a grappled creature the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature.

Tentacle. A grappled creature makes a DC 14 Constitution saving throw. On a failure it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the paralysis on a success.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.