Spell-warped Chuul
Large Aberration
Armor Class 16
Hit Points 127 (15d10+45)
Speed 30 ft., swim 40 ft.
- STR
- 18 (+4)
- DEX
- 10 (+0)
- CON
- 16 (+3)
- INT
- 5 (-3)
- WIS
- 16 (+3)
- CHA
- 10 (+0)
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands Deep Speech but can't speak
Challenge 7
Traits
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.






