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Chuul

Chuul
  • Size: Large
  • Type: Aberration
  • Alignment: Chaotic Evil
  • AC: 16
  • Initiative: +0(10)
  • HP: 76(9d10+27)
  • Speed: 30 ft, Swim 30 ft .
ATTRVALMODSAVE
STR19+4+4
Dex10+0+0
Con16+3+3
INT5-3-3
Wis11+0+0
CHA5-3-3
  • Skills: Perception +4
  • Immunities: Poison; Poisoned
  • Senses: Darkvision 60 ft.; Passive Perception 14
  • Languages: Understands Deep Speech but can't speak
  • CR: 4 (XP 1,100; PB +2 )

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 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.

Lore & Background

Chuuls are aberrant crustaceans that combine lobster-like features with tentacled appendages and alien intelligence. These aquatic predators are remnants of ancient aboleth empires, created to serve as guardians and enforcers in underwater domains. Their natural armor and paralytic tentacles make them formidable opponents both in water and on land.

Combat Tactics

Chuuls prefer to fight in or near water where their swimming ability provides tactical advantages. They use their paralytic tentacles to immobilize enemies before crushing them with powerful claws. Their detect magic ability helps them identify and prioritize spellcasters as primary threats.

Encounter Ideas

The Sunken Temple: Chuuls guard the flooded ruins of an ancient temple, protecting secrets hidden beneath the waters.

The Swamp Predators: A group of chuuls has moved into a freshwater swamp, threatening local communities and wildlife.

The Aboleth's Servants: Chuuls serve their aboleth master, creating a network of aquatic threats throughout a river system.

The Tidal Hunters: Chuuls emerge during high tide to hunt on land, retreating to underwater lairs when the waters recede.

Treasure

Aboleth Artifacts: Items crafted by or for their aboleth masters, often related to mind control or water magic.

Paralysis Poison: The chuul's tentacle secretions can be harvested for creating paralytic toxins.

Underwater Hoards: Collections of treasure gathered from drowning victims over decades.

Plot Hooks

The Ancient Alliance: Chuuls remember old pacts made by their aboleth creators, seeking to enforce forgotten agreements.

The Breeding Ground: Discovery of a chuul nursery threatens to exponentially increase their numbers in the region.