Free interactive D&D 5e SRD stat block

Chuul

Large Aberration, CR 4, AC 16, 76 HP. Chaotic Evil.

Large Aberration, Chaotic Evil

AC
16
Initiative
+0 (10)
HP
76 (9d10+27)
Speed
30 ft., Swim 30 ft.
ScoreModSave
STR 19 +4 +4
DEX 10 +0 +0
CON 16 +3 +3
INT 5 -3 -3
WIS 11 +0 +0
CHA 5 -3 -3
Skills
Perception +4
Immunities
Poison, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 14
Languages
Understands Deep Speech but can't speak
CR
4 (XP 1,100; PB +2)

Traits

Amphibious. The chuul can breathe air and water.

Sense Magic. The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isn't itself magical.

Actions

Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles.

Pincer. Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10+4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.

Paralyzing Tentacles. Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.

How to run Chuul

A chuul is an ambush predator with a specific job: grab a magic-using PC, paralyze them, and drag them somewhere wet. It will not negotiate, and it does not care about the rest of the party except as obstacles between it and the next item that pinged its Sense Magic.

Set up the encounter in or near water. Open with the chuul submerged and using Sense Magic (120 ft.) to pick a target before initiative starts, then reveal it as the wizard steps onto a dock or wades through a flooded chamber. Multiattack is two Pincer attacks (+6, 9 bludgeoning) and Paralyzing Tentacles. Lead with both Pincers on the chosen mark to lock down a grapple (escape DC 14), then trigger Paralyzing Tentacles. DC 13 Con save, and on a failure the target is Poisoned and Paralyzed, repeating saves at end of turn for up to a minute. A paralyzed PC eats crits at 5 ft.

Once a target is locked, the chuul moves toward water with the grappled creature in tow. The other Pincer is still free, so a second PC who closes to rescue gets grappled too, but the chuul will not waste Paralyzing Tentacles on them while the original target is still going. Poison immunity and Poisoned condition immunity make the obvious counter (a quick Poison Spray) useless.

Chuuls don't rout. INT 5, no morale worth running. The fight ends when the chuul is dead or the chuul is gone with someone. If you don't want a TPK risk on the rescue, give the players a clear escape path: a flooded passage with an air pocket, a noise that draws the chuul off the captive after a round.

Telegraph Sense Magic the round before the ambush. Have the chuul's eye stalks twitch toward the cleric's holy symbol just before it lunges. The players should know which feature is hunting them.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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