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Spell-warped Chuul

Large · Aberration · CR 7 · Chaotic Evil

Armor Class
16
Hit Points and Hit Dice
127 (15d10+45)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
10
+0
CON
16
+3
INT
5
-3
WIS
16
+3
CHA
10
+0

Overview

Category Monsters
Size Large
Type Aberration
Alignment Chaotic Evil
XP 2900
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 40 ft (12.2 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Languages

understands Deep Speech but can't speak

Resistances & Immunities

Damage Immunities
poison
Condition Immunities
frightened, poisoned

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.

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

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 bludgeoning damage.

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.

About Spell-warped Chuul

Spell-warped Chuul is a large aberration with a Challenge Rating of 7. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 127 hit points (derived from 15d10+45).

Spell-warped Chuul has communication capabilities including understands Deep Speech but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Spell-warped Chuul

1 tips available

When using Spell-warped Chuul in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Spell-warped Chuul

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Spell-warped Chuul?
Spell-warped Chuul has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Spell-warped Chuul?
Spell-warped Chuul is a Large Aberration, which affects how certain spells and abilities interact with it.
What languages does Spell-warped Chuul speak?
Spell-warped Chuul can communicate in understands Deep Speech but can't speak.

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