Chuul

D&D 5.5e · large aberration, chaotic evil

Challenge 4 (1100 XP)

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

Defense

Armor Class 16 (natural armor)
Hit Points 76 (9d10+27)
Speed 30 ft., swim 30 ft.

Proficiencies & Senses

Skills Perception +2
Languages Deep Speech
Darkvision 60 ft.
Passive Perception 12

Traits

Damage Immunities Poison
Condition Immunities Poisoned

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.