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Monsters

id22
NameChuul
SizeAndTypeLarge Aberration
HitDice11d8+44 (93)
Initiative+7 (+3 Dex, +4 Improved Initiative)
Speed30 ft., swim 20 ft.
ArmorClass22 (-1 size, +3 Dex, +10 natural)
Attacks2 claws +12 melee
DamageClaw 2d6+5
FaceAndReach5 ft. by 5 ft./10 ft.
SpecialAttacksImproved grab, squeeze, paralysis
SpecialQualitiesParalysis and poison immunity
Saves_Fort7
Saves_Ref6
Saves_Will9
AbilitiesStr 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
SkillsHide +13, Jump +11, Listen +13, Spot +13
FeatsAlertness, Improved Initiative
ClimateAndTerrainTemperate and warm forest, marsh, andunderground
OrganizationSolitary or pack (2-5)
ChallengeRating_Value7
Treasure1/10th coins; 50% goods; standard items
AlignmentUsually chaotic evil
Advancement12-16 HD (Large); 17-33 HD (Huge)
Description

Combat

A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul facing multiple opponents grabs with its claws and crushes its foes, then passes one opponent to its tentacles. It tries to always have one claw free, so if it faces a great number of opponents, it drops paralyzed or dead victims without eating them and continues grabbing, crushing, and paralyzing the rest.

Improved Grab (Ex): To use this ability, the chuul must hit with a claw attack.

Squeeze (Ex): A chuul that gets a hold automatically deals claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.

Paralysis (Ex): The chuul can transfer grabbed victims from a claw to its tentacles as a partial action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Those held in the tentacles must succeed at a Fortitude save (DC 19) or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, the victim automatically takes 1d8+2 points of damage each round from the creature's mandibles.