Amphibious. The chuul can breathe air and water.
Maneuvers. The chuul uses maneuvers (maneuver save DC 14). It has 11 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 (rounded up) when it finishes a short rest. It knows the following maneuvers:
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.
Pincer. Melee Weapon Attack: +6 to hit, reach 2 m. Hit: 11 (2d6 + 4) bludgeoning damage. The chuul has two pincers.
Tentacles. One creature grappled by the chuul must succeed on a DC 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.
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 succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.
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, you can make a melee weapon attack and a Brawn check to grapple the creature.
You can add the stamina die to the attack’s damage (add half if you 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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.