Chuul

Chuul

Large aberration
Challenge

STR
4
DEX
0
CON
3
INT
−3
WIS
0
CHA
−3

93
11d10+33
18
Soak
2
Fort
+4
Ref
+3
Will
−1
Defense note natural armor
Damage immunities poison
Condition immunities poisoned

Speed 5 m., swim 5 m.
Skills Perception +1 (12)
Senses darkvision 10 m.
Languages understands Aklo but can’t speak

Amphibious. The chuul can breathe air and water.

Maneuvers. The chuul uses maneuvers (maneuver save Difficulty 14). It has 8 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Pincer only)

1 stamina die: fling, spring attack

Sense Magic. The chuul senses magic within 20 meters of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.

Actions (2)

Pincer. Melee Weapon Attack: +5 to hit, reach 2 m. Hit: 11 (2d6 + 4) bludgeoning damage. The chuul has two pincers.

Tentacles (1/turn). Melee Weapon Attack: +5 to hit. Hit: 6 (1d4 + 4) poison damage and the target must succeed on a Difficulty 13 Fortitude saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Underdarksrd

Maneuvers

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.