# Spell-warped Chuul

*Large* *Aberration*

- **Armor Class:** 16
- **Hit Points:** 127 (15d10+45)
- **Speed:** walk 30 ft. swim 40 ft.
- **Challenge Rating:** 7 (2,900 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 48

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 16 (+3) | 10 (+0) |

- **Skills:** 
- **Damage Immunities:** poison
- **Condition Immunities:** frightened, poisoned
- **Senses:** darkvision 60 ft., passive Perception 13
- **Languages:** understands Deep Speech but can't speak

### Special Abilities

- **Amphibious:** The chuul can breathe air and water.
- **Detect Magic:** The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic.
- **Spell-warped:** The spell-warped Chuul possesses one of the following traits.
- **Absorb Magic:** The chuul has advantage on saving throws against spells and other magical effects. Whenever the chuul successfully saves against a spell or magical effect, it magically gains 5 (1d10) temporary hit points. While these temporary hit points last, the chuuls pincer attacks deal an additional 3 (1d6) force damage.
- **King-Sized Claw:** One of the chuuls pincers deals 18 (4d6 + 4) bludgeoning damage on a successful hit. A creature grappled by this pincer makes ability checks to escape the grapple with disadvantage.
- **Rune Drinker:** Whenever the chuul takes damage from a magic weapon, until the start of the chuuls next turn attacks made with that weapon have disadvantage, and the chuul gains a +4 bonus to AC.
- **Sparking Wand:** A wand of lightning bolts adorns the chuuls carapace. A creature that starts its turn within 10 feet must make a successful DC 14 Dexterity saving throw or take 7 (2d6) lightning damage. As an action, a creature within 5 feet of the chuul can grab the wand by making a successful DC 14 Athletics or Sleight of Hand check. A creature that fails this check must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) lightning damage and is knocked prone. On a successful save, a creature takes half damage and isnt knocked prone.

### Actions

- **Multiattack:** If the chuul is grappling a creature  it uses its tentacle on that creature. It then makes two pincer attacks.
- **Pincer:** Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature  it is grappled (escape DC 15). When carrying a grappled creature  the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature.
- **Tentacle:** A grappled creature makes a DC 14 Constitution saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the paralysis on a success.


