Chuul
Large Aberration, chaotic evil
1,100 XP
Special Abilities
Amphibious
The chuul can breathe air and water.
Sense Magic
The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Actions
Multiattack
The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles
One creature grappled by the chuul must succeed on a DC 13 Constitution 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.
Quick Reference
Running This Encounter
The Chuul is a fearsome ambush predator that excels in aquatic environments. Use its high AC and HP to make it a durable threat that can absorb damage. Its paralysing bite and tentacle attacks make it deadly in close quarters, so position it to maximize opportunity attacks. Consider using difficult terrain or obstacles to control the battlefield and force the party into melee range.
Combat Tactics
The Chuul opens combat by grabbing targets with its tentacles to restrain them, then follows up with paralyzing bites on subsequent turns. It prefers to engage multiple enemies in melee and uses the paralysis condition to lock down spellcasters and ranged attackers. If seriously wounded, it will attempt to retreat into deep water or its lair.
Environment & Setting
Chuuls thrive in coastal caves, underground lakes, swamps, or river systems where they can use water for tactical advantage and escape routes. Place the encounter in murky water or in caverns with multiple water sources to emphasize the creature's dominance in its domain.