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Large aberration · CR 4

Chuul

Armor Class16
Hit Points93 (11d10+33)
Speed30 ft., swim 30 ft.
ChallengeCR 4 (1,100 XP)
STR
19
(+4)
DEX
10
(+0)
CON
16
(+3)
INT
5
(-3)
WIS
11
(+0)
CHA
5
(-3)
SkillsPerception +4
Immunitiespoison
Cond. ImmunePoisoned
Sensesdarkvision 60 ft., passive Perception 14
Languagesunderstands Deep Speech but can't speak
Special Abilities
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Actions
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Running Chuul in an encounter

As a CR 4 threat worth 1,100 XP, Chuul is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 4 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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