Chuchu (5e Creature)

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Chuchu[edit]

Medium ooze, unaligned


Armor Class 8
Hit Points 65 (10d8 + 20)
Speed 20 ft.


STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 14 (+2) 1 (-5) 9 (-1) 8 (-1)

Damage Resistances acid, piercing
Damage Immunities cold, fire, lightning
Condition Immunities charmed, exhaustion, frightened, prone
Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 9
Languages
Challenge 1 (200 XP)


Amorphous. The chuchu can move through a space as narrow as 1 inch wide without squeezing.

Elemental Cloak. If the chuchu is exposed to damage of one of the types to which it is immune, its body will become visibly and magically cloaked with an energy matching that damage type. The cloak does not further damage the chuchu, but empowers its attacks. The chuchu cannot have more than one of these cloaks at a time. It can dismiss its cloak as a bonus action.

Shocking Cloak. The chuchu only has this trait if has an elemental cloak of lightning. Any creature which touches it directly or with an electricity-conducting weapon (including most metal weapons) takes 7 (2d6) lightning damage. If the creature takes this damage, it must also succeed on a DC 13 Constitution saving throw or drop everything it is holding and be paralyzed until the end of its next turn.

ACTIONS

Slam. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 7 (1d12 + 1) bludgeoning damage, plus an extra 7 (2d6) damage of type matching the chuchu's elemental cloak if it has one.

Swallow. Melee Weapon Attack. +3 to hit, reach 5 ft., one creature at least one size category smaller than the chuchu. Hit: The target is grappled (escape DC 14), and restrained for the duration of the grapple. While the target is grappled, at the beginning of each of the chuchu's turn the target takes 9 (2d8) acid damage plus an extra 5 (1d10) of a damage type matching the chuchu's elemental cloak if it has one. While the target is grappled, the chuchu cannot swallow another target.

Burst (Recharge 5-6). The chuchu can only use this action if it has an elemental cloak. A burst of magical energy gushes from the chuchu in all directions. Every creature within 15 feet of the chuchu must make a DC 12 Dexterity saving throw. A creature takes 11 (2d10) damage on a failed save, or half as much on a successful one. The damage type matches that of the chuchu's elemental cloak.

Withdraw. The chuchu reduces itself to a formless puddle on the ground, and remains as such until the start of its next turn. While withdrawn, the chuchu is incapacitated; it has immunity to nonmagical bludgeoning, piercing, and slashing damage; and it has resistance to magical bludgeoning, piercing, and slashing damage.


Chuchus_%28The_Wind_Waker%29.png
Chuchus are all of a bright hue, but their color varies from one to the next. Source

A chuchu (or ChuChu) is comprised almost entirely of gelatinous goo of a bright hue, save for its bulging slug-like yellow eyes. They come in varying sizes and shapes, but are usually bulbous, and tend towards a size of four feet. Chuchus come in many colors—red, blue, green, and yellow being the most common.

Predatory Trappers. A chuchu's bright color scheme is used to attract bugs, birds, and other creatures who become trapped inside the monster's gooey body and slowly dissolved within it while they are still alive. Although a chuchu most often goes after small prey en masse, they are known to attack almost any creature when hungry enough. As with all Hyrulean monsters, they become all the more aggressive when an evil power is present in the land.

Elemental Cloaks. Typical chuchus are able to absorb the energy from heat, cold, or electricity and charge their slimy bodies with it. This occurs most abundantly in extreme environments where these elements are common, but can also occur in response to magic or other stimuli. Chuchus readily seek out this empowerment, as they seem to realize it renders their attacks all the more potent, and makes hunting even easier.

Fusion and Fission. Although some variants of chuchu remain as individuals, most chuchus freely fuse or split their gelatinous bodies at will. Their consciousness, or what little of it there is, can seamlessly fuse into one being or separate with little more than a touch. Indeed, chuchus can come together or break apart as easily as the jelly they resemble. Chuchus usually break into many smaller blobs for scattered weak prey, but fuse into one big-as-possible blob when trying to fight off predators.

Chu Nature. The chuchu doesn't require air or sleep.


Variant: Small Chuchu[edit]

This variant has a Challenge Rating of 1/4 (50 XP). A small chuchu is Small and only has 5 hit dice. Its hit point maximum is 27. Its actions inflict half normal damage.

As an action, two adjacent small chuchus can fuse into one chuchu. As a reaction, a chuchu can split into two small chuchus, both of which act on the same initiative as the original chuchu. The current hit points is split between all chuchus involved in fusion or fission. Splitting causes both created creatures to have half the hit points of the original. Fusing causes the resulting creature to have the summed hit points of both original creatures, but never more than its hit point maximum.

Variant: Big Chuchu[edit]

130px-GreenChuchuSS.png
Bigger chuchus usually maintain a more spherical shape. Source

This variant has a Challenge Rating of 4 (1,100 XP). A big chuchu is Large and has 20 hit dice. Its hit point maximum is 150. Its actions inflict double normal damage.

As an action, two adjacent chuchus can fuse into a big chuchu. As a reaction, a big chuchu can split into two chuchus, both of which act on the same initiative as the big chuchu. The current hit points is split between all chuchus involved in fusion or fission. Splitting causes both created creatures to have half the hit points of the original. Fusing causes the resulting creature to have the summed hit points of both original creatures, but never more than its hit point maximum.

Multiple Chuchus and Experience Points[edit]

When determining the amount of experience gained from defeating chuchus that have fused or split, calculate the experience points based on the greatest forms the chuchus took.

See also[edit]

  • Plain Chuchu (5e Creature) - A basic variant of chuchu that lacks elemental cloaks, but retains basic chuchu biology and habits.
  • Dark Chuchu (5e Creature) - A black variant of chuchu that lacks elemental cloaks, and is vulnerable to radiance, but is particularly strong.
  • Buzz Blob (5e Creature) - A similar ooze that specializes in its shocking cloak.
  • Zol (5e Creature) - Considered by some to be a type of chuchu, this ooze can split and merge in a similar manner.



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