Chuul
D&D 5.5e · large aberration, chaotic evil
Defense
Proficiencies & Senses
Traits
Traits
Amphibious
The chuul can breathe air and water.
Sense Magic
The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical.
Actions
Multiattack
The chuul makes two Pincer attacks and uses Paralyzing Tentacles.
Pincer
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d10+4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14) by one of two pincers.
Paralyzing Tentacles
The chuul targets one creature grappled by it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is also paralyzed. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Reference Text
The chuul is a large aberration that dwells in coastal, swamp, and underdark environments. It is chaotic evil and possesses a natural armor class of 16. It has 76 hit points and a challenge rating of 4. It can breathe air and water, senses magic, and uses its pincers and paralyzing tentacles in combat.