Spell-warped Chuul
Large Aberration
- Armor Class: 16
- Hit Points: 127 (15d10+45)
- Speed: walk 30 ft. swim 40 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: A5e Monstrous Menagerie, page 48
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
10 (+0) |
16 (+3) |
5 (-3) |
16 (+3) |
10 (+0) |
- Skills:
- Damage Immunities: poison
- Condition Immunities: frightened, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: understands Deep Speech but can't speak
Special Abilities
- 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.
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