Spell-warped Chuul
Large Aberration, (CR 7)Armor Class 16
Hit Points 127 (15d10+45)
Speed 30 ft., swim 40 ft.
18 (+4)
10 (+0)
16 (+3)
5 (-3)
16 (+3)
10 (+0)
Skills
Senses darkvision 60 ft., passive Perception 13
Languages understands Deep Speech but can't speak
Challenge Rating 7
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.
sizeLarge
typeAberration
group
alignment
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunitiespoison
condition_immunitiesfrightened, poisoned
cr7
reactions
legendary_desc
legendary_actions
special_abilitiesname: Amphibious,desc: The chuul can breathe air and water.,name: Detect Magic,desc: The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic.,name: Spell-warped,desc: The spell-warped Chuul possesses one of the following traits.,name: Absorb Magic,desc: 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.,name: King-Sized Claw,desc: 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.,name: Rune Drinker,desc: 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.,name: Sparking Wand,desc: 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_list
page_no48
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 48