Chuul [1/2]Aberration · CR 4
Chuul [1/2]Large Aberration, Chaotic Evil
STR19+4DEX10+0CON16+3INT5-3WIS11+0CHA5-3
AC16HP76CR4SPD30 ft., Swim 30 ft.
TRAITS
Amphibious

The chuul can breathe air and water.

Sense Magic

The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself magical.

Chuul [2/2]Aberration · CR 4
Chuul [2/2]Large Aberration, Chaotic Evil
ACTIONS
Multiattack

The chuul makes two Pincer attacks and uses Paralyzing Tentacles.

Pincer

Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.

Paralyzing Tentacles

Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

Chuul [1/2]
Large Aberration, Chaotic Evil
4
16Armor Class
76Hit Points
30 ft., Swim 30 ft.Speed
STR19+4
DEX10+0
CON16+3
INT5-3
WIS11+0
CHA5-3

Initiative. +0

Senses. Darkvision 60 ft.; Passive Perception 14

Immunities. Poison; Poisoned

Languages. Understands Deep Speech but can’t speak

Traits

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself magical.

Actions

Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles.

Aberration
Monster card
Chuul [2/2]
Large Aberration, Chaotic Evil
4
16Armor Class
76Hit Points
30 ft., Swim 30 ft.Speed
STR19+4
DEX10+0
CON16+3
INT5-3
WIS11+0
CHA5-3

Actions (cont.)

Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.

Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

Aberration
Monster card

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Chuul — printable monster card

Large Aberration, Chaotic Evil

  • CR 4
  • Aberration
  • Large

Full stat block

Armor Class
16
Hit Points
76
Initiative
+0
Speed
30 ft., Swim 30 ft.
Senses
Darkvision 60 ft.; Passive Perception 14
Immunities
Poison; Poisoned
Languages
Understands Deep Speech but can’t speak
Challenge Rating
4 (1,100 XP)
Proficiency bonus
+2
Skill proficiencies
Perception (expertise)
Ability scores
STR DEX CON INT WIS CHA
19 +4 10 +0 16 +3 5 -3 11 +0 5 -3

Traits

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn’t itself magical.

Actions

Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles.

Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.

Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

See also