Chuul | Size & Type (subtype): | Large Aberration | Hit Dice: | 11d8+44 (93) | Initiative: | +7 (+3 Dex, +4 Improved Initiative) | Speed: | 30 ft., swim 20 ft. | Armor Class: | 22 (-1 size, +3 Dex, +10 natural) | Attacks: | 2 claws +12 melee | Damage: | Claw 2d6+5 | Face and Reach: | 5 ft. by 5 ft./10 ft. | Special Attacks: | Improved grab, squeeze, paralysis | Special Qualities: | Paralysis and poison immunity | Saving Throws | Fortitude: 7 Reflex: 6 Will: 9
| Abilities: | Str: 20 Dex: 16 Con: 18 Int: 10 Wis: 14 Cha: 5 | Skills: | Hide +13, Jump +11, Listen +13, Spot +13 | Feats: | Alertness, Improved Initiative | Climate and Terrain: | Temperate and warm forest, marsh, andunderground | Climate: | temperate,warm | Terrain: | forest,marsh,underground | Organization: | Solitary or pack (2-5) | Challenge Rating: | 7 | Challenge Rating Value: | 7 | Treasure: | 1/10th coins; 50% goods; standard items | Alignment: | Usually chaotic evil | Advancement: | 12-16 HD (Large); 17-33 HD (Huge) |
| Description: |
Combat
A chuul prefers to wait by the shore, submerged in murky
water, until it hears nearby prey (in or out of the water) that
it can attack with surprise. A chuul facing multiple opponents
grabs with its claws and crushes its foes, then passes one
opponent to its tentacles. It tries to always have one claw free,
so if it faces a great number of opponents, it drops paralyzed or
dead victims without eating them and continues grabbing,
crushing, and paralyzing the rest.
Improved Grab (Ex): To use this ability, the chuul must hit
with a claw attack.
Squeeze (Ex): A chuul that gets a hold automatically deals
claw damage, with an additional 1d6 points of bludgeoning damage
from the crushing force, each round the hold is maintained.
Paralysis (Ex): The chuul can transfer grabbed victims from a
claw to its tentacles as a partial action. The tentacles grapple
with the same strength as the claw but deal no damage. However,
they exude a paralytic secretion. Those held in the tentacles
must succeed at a Fortitude save (DC 19) or be paralyzed for 6
rounds. While held in the tentacles, paralyzed or not, the victim
automatically takes 1d8+2 points of damage each round from the
creature's mandibles.
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