Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
understands Deep Speech but can't speak
Resistances & Immunities
Traits
Aberrant Resilience
The chuul is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form.
Amphibious
The chuul can breathe air and water.
Sense Magic
The chuul senses and can pinpoint the location of magic within 120 feet of it. If it senses magic and can see the creature or object bearing the magic it senses, it sees a faint aura around that creature or object.
Actions
Multiattack
The chuul makes two Pincer attacks.
Pincer
+6 to hit, reach 10 ft (3 m). Hit: 3d8+4 bludgeoning damage.
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 14). The chuul has two pincers, each of which can grapple only one target.
Wild Reach
The chuul taps into ancient memories of magic and reaches toward nearby magic with an unpracticed grasp, releasing a burst of energy. Each creature within 15 feet of the chuul must make a DC 14 DEX save, taking 21 (6d6) damage on a failed save, or half as much damage on a successful one. If a magic item, spell effect, or spellcaster is within 30 feet of the chuul, the burst is pure arcane energy, dealing force damage. If no magic is within 30 feet of the chuul, the burst pulls from the chuul's own life force, dealing necrotic damage. If the damage is necrotic, the chuul takes necrotic damage as if it succeeded on the save.
Bonus Actions
Paralyzing Tentacles
One creature grappled by the chuul must succeed on a DC 14 CON save or be poisoned for 1 minute. Until this poison ends, the creature is paralyzed. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
About Chuul
Chuul is a large aberration with a Challenge Rating of 4. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 15 and possesses 80 hit points (derived from None).
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 Chuul
1 tips available
GM Tips: Using Chuul
When using Chuul in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
Player Guide: Facing Chuul
1 strategies available
Player Guide: Facing Chuul
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 30 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
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 4.
Solo Encounter:
A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 2,000 XP
- Hard: 3,000 XP
- Deadly: 4,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Chuul?
- Chuul has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
- What type of creature is Chuul?
- Chuul is a Large Aberration, which affects how certain spells and abilities interact with it.
- What languages does Chuul speak?
- Chuul can communicate in understands Deep Speech but can't speak.
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