Chuul | CR 7 |
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Usually CE Large Aberration (Aquatic) Init +7; Senses darkvision 60 ft.; Listen +11, Spot +11 Languages Common |
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AC 22, touch 12, flat-footed 19 hp 93 (11 HD) Immune poison Fort +7, Ref +6, Will +9 |
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Speed 30 ft., swim 20 ft. Melee 2 claws +12 (2d6+5) Space 10 ft.; Reach 5 ft. Base Atk +8; Grp +17 Atk Options Blind-Fight, Combat Reflexes, constrict 3d6+5, improved grab Special Actions paralytic tentacles |
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Abilities Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5 SQ amphibious Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative Skills Hide +13, Listen +11, Spot +11, Swim +13 Advancement 12-16 HD (Large); 17-33 HD (Huge) |
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Amphibious (Ex) Although chuuls are aquatic, they can survive indefinitely on land.
Constrict (Ex) On a successful grapple check, a chuul deals 3d6+5 points of damage.
Improved Grab (Ex) To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.
Paralytic Tentacles (Ex) A chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature's mandibles.
Skills A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |