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5ead/monsters/md/a5e_monstrous_menagerie/spell-warped-chuul-a5e.md
2025-06-07 07:58:30 -05:00

2.8 KiB

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.