Navigation

    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Aberrations‎ > ‎

    Chuul

    This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles.

    Chuul
    CR 7

    XP 3,200
    CE Large
    aberration (aquatic)
    Init
    +7; Senses darkvision 60 ft.; Perception +19

     DEFENSE

    AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
    hp
    85 (10d8+40)
    Fort
    +7, Ref +6, Will +9
    Immune
    poison

     OFFENSE

    Speed 30 ft., swim 20 ft.
    Melee
    2 claws +14 (2d6+7 plus grab)
    Space
    10 ft.; Reach 5 ft.
    Special Attacks
    constrict (2d6+7), paralytic tentacles

     STATISTICS

    Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5
    Base
    Atk +7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
    Feats
    Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (claw)
    Skills
    Knowledge (nature) +8, Perception +19, Sense Motive +9, Stealth +9, Swim +28
    Languages
    Common (sometimes Undercommon for subterranean variants)
    SQ
    amphibious

     SPECIAL ABILITIES

    Paralytic Tentacles (Ex)

    A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles.


    Lore

    Characters with ranks in Knowledge (dungeoneering) can learn more about chuuls. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

    Knowledge (dungeoneering)

    DC    Result


    17 This amphibious creature is a chuul. This result reveals all aberration traits.

    22 A chuul fights primarily with its two large, powerful pincers. However, it can also paralyze victims with its tentacles. Despite their amphibious nature, chuuls prefer to stay on land or in shallow water during combat.

    27 Although unable to use many items, chuuls enjoy taking trophies from their kills, particularly lizardfolk, so they take victims’ equipment back to their lairs. If a victim should happen to own no interesting items, a chuul will take its skull or other symbol of the kill.

    Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author:Evandar_TAybara