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Spell-warped Chuul A5E

CR 7 aberration

Large aberration, chaotic evil


Armor Class
16
Hit Points
127 (15d10+45)
Speed
30 ft., swim 40 ft.

STR18 (+4)
DEX10 (+0)
CON16 (+3)
INT5 (-3)
WIS16 (+3)
CHA10 (+0)

Saving Throws
Skills
Damage Immunities
poison
Condition Immunities
frightened, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
understands Deep Speech but can't speak
Challenge
7 (2,900 XP) · Proficiency Bonus +3

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.

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.

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.

Spell-warped.

The spell-warped Chuul possesses one of the following traits.

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.

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details