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<title>Spell-warped Chuul</title>
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<h1>Spell-warped Chuul</h1>
<p><em>Large</em> <em>Aberration</em></p>
<ul>
<li><strong>Armor Class:</strong> 16</li>
<li><strong>Hit Points:</strong> 127 (15d10+45)</li>
<li><strong>Speed:</strong> walk 30 ft. swim 40 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 48</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>5 (-3)</td>
<td>16 (+3)</td>
<td>10 (+0)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> frightened, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong> understands Deep Speech but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The chuul can breathe air and water.</li>
<li><strong>Detect Magic:</strong> The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic.</li>
<li><strong>Spell-warped:</strong> The spell-warped Chuul possesses one of the following traits.</li>
<li><strong>Absorb Magic:</strong> 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.</li>
<li><strong>King-Sized Claw:</strong> 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.</li>
<li><strong>Rune Drinker:</strong> 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.</li>
<li><strong>Sparking Wand:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> If the chuul is grappling a creature it uses its tentacle on that creature. It then makes two pincer attacks.</li>
<li><strong>Pincer:</strong> 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.</li>
<li><strong>Tentacle:</strong> 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.</li>
</ul>
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