Spell-warped Chuul

Large Aberration. CR 7, AC 16, 127 HP. Traits: Amphibious, Detect Magic, Spell-warped, Absorb Magic, King-Sized Claw, Rune Drinker, Sparking Wand.

Armor class
16
Hit points
127
Challenge
7
Creature type
Aberration
Size
Large

Stat block

Cha
10
Con
16
Dex
10
Int
5
Str
18
Wis
16
Speed
Swim: 40; Walk: 30
Senses
darkvision 60 ft., passive Perception 13
Skills
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.
Languages
understands Deep Speech but can't speak
Damage immunities
poison
Special abilities
  • 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.
  • Spell-warped. The spell-warped Chuul possesses one of the following 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.
  • 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.
Condition immunities
frightened, poisoned

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.