Monsters / Chuul
Chuul
CR 7 - 3,200 XP - CE Large Aberration
Stat block
AC22 (touch 12, flat-footed 19)HP85 (10d8+40)SavesFort +7, Ref +6, Will +9Melee2 claws +14 (2d6+7 plus grab)Speed30 ft., swim 20 ft.AbilitiesStr 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5BAB / CMB / CMD+7 / +15 / 28Sensesdarkvision 60 ft.; Perception +19Environmenttemperate swamps
immune poison
Combat brain - every behavior cites its line (8 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
constrict (from special_attacks)
special attacks: constrict 2d6+7 each round it holds
special attacks: constrict 2d6+7 each round it holds
grapple-grab (from melee)
melee: 2 claws +14 (2d6+7 plus grab) - grab rides the hit
melee: 2 claws +14 (2d6+7 plus grab) - grab rides the hit
ambush (from lore)
Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous...
Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous...
bruiser (from abilities)
abilities: Str 25 over Dex 16 - plant and full-attack, soak the hits
abilities: Str 25 over Dex 16 - plant and full-attack, soak the hits
aoo-coverage (from feats)
feats: Combat Reflexes - movement through its reach is punished
feats: Combat Reflexes - movement through its reach is punished
strikes-first (from feats)
feats: Improved Initiative - it moves before you do
feats: Improved Initiative - it moves before you do
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +19 - hunts where prey is blind
senses: darkvision 60 ft.; Perception +19 - hunts where prey is blind
targets-weakest (from alignment)
alignment CE, Int 10 - picks off the wounded and the unarmored first
alignment CE, Int 10 - picks off the wounded and the unarmored first
On-hit riders and breath
constrict2d6+7
From the entry
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.
Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive.
Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victi...