Chuul

Monster Manual (2025) p. 71

Tamaño
Grande
Tipo
aberration
Alineamiento
caótico malvado
CA
16
Iniciativa
0
Puntos de golpe
76 (9d10+27)
Velocidad
walk 30 ft., swim 30 ft.
Habilidades
Perception +4
Inmunidades
poison
Inmunidad a estados
poisoned
Sentidos
darkvision 60 ft.
Percepción pasiva
14
Idiomas
understands Deep Speech but can't speak
Desafío
4
Entorno
coastal, swamp, underdark
FUE
19
+4
DES
10
+0
CON
16
+3
INT
5
−3
SAB
11
+0
CAR
5
−3

Rasgos

Proficiency Bonus

+2

Treasure

Relics: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.

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.

Acciones

Multiattack

The chuul makes two Pincer attacks and uses Paralyzing Tentacles.

Pincer

Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.

Paralyzing Tentacles

Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

Otros datos

description

Chuuls originated in forgotten ages when aboleths and stranger beings ruled alien empires beneath the waves. The aboleths transformed numerous deepsea predators into servants that could venture beyond the seas to claim more magic and creatures to exploit. Chuuls are the most enduring of these bizarre servants. Many chuuls serve aboleth overlords, carrying out their whims amid lightless seas and primeval swamps. Other chuuls obey new aberrant masters, such as beholders, grells, or mind flayers. Some chuuls follow their own drives, endlessly collecting ancient magic treasures or interpreting age-old orders to bizarre ends. Regardless of their agendas, chuuls snare creatures in their massive pincers before rendering foes helpless with their paralytic tentacles. Chuuls don't age and can lie dormant in hidden places for millennia before threats, ancient orders, or strange compulsions awaken them.