Chuul, Greater (3.5e Creature)

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Chuul, Greater
Size/Type: Huge Aberration (Aquatic)
Hit Dice: 20d8+120 (210 hp)
Initiative: +6
Speed: 30ft, swim 20ft
Armor Class: 25 (-2 size, +2 dex, +13 natural), touch 10, flat-footed 23
Base Attack/Grapple: +15/+32
Attack: claw +22 melee (4d6+9)
Full Attack: 2 claws +22 melee (4d6+9)
Space/Reach: 15ft/10ft
Special Attacks: Constrict 4d6+9, improved grab, paralytic tentacles
Special Qualities: Amphibious, darkvision 60ft, immunity to poison
Saves: Fort +12, Ref +8, Will +10
Abilities: Str 28, Dex 14, Con 22, Int 10, Wis 14, Cha 5
Skills: Hide +22, Listen +14, Spot +14, Swim +23
Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Attack
Environment: Temperate Marshes
Organization: Solitary or Pair
Challenge Rating: 10
Treasure: 1/10th coins, 50% goods, standard items
Alignment: usually Chaotic Evil
Advancement: 21-33 HD (Huge)
Level Adjustment: --
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"Like some large insect or monstrous crustacean, the creature rises from the still pool, its pincerlike claws snapping angerily as torchlight reflects off its mottled, armored carapace. Its small dark eyes fix you with a hungry stare, and the tentacles dripping from its mouth squirm excitedly as it emerges from the water."

Many consider Chuuls as a deadly mutant menace that prey upon swamplife, but the Greater Chuul is an enourmous specimen, large enough to eat horses as its smaller cousin eats men. The vicelike claws are capable of smashing shallow river boats with ease and the unfortunate few who get grabbed by the monstrous claws rarely stand a chance.

Combat[edit]

The Greater Chuul, like its lesser cousin prefers to wait by the shores, although this creatures bulk keeps it away from the shores and river banks, to instead lie for prey in the middle of a river or stream, submerged, waiting for prey to pass within reach. A Greater Chuul often grabs the most dangerous looking foes, constricts them, and than passes them to their tentacles to be paralyzed. It almost always keeps one claw free to continue its attack, even if that means dropping paralyzed foes into the swamp, typically to drown in the murk.

Constrict (ex): On a successful grapple check, a Greater Chuul deals 4d6+9 points of damage.

Improved Grab (ex): To use this ability, a Greater 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 establish a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (ex): A Greater 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 DC26 Fortitude save each round on the Greater 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 2d6+4 points of damage each round from the creature’s mandibles.

Amphibious (ex): Although Greater Chuuls are aquatic, they can survive indefinitely on land.

Skills: A Greater Chuul has a +8 racial bonus on any Swim checks 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, providing it swims in a straight line.



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