Amphibious. The chuul thrall can breathe air and water.
Mind Controlled. The chuul thrall isn't in control of itself and can't be effected by it's emotions. Immune to emotion-related conditions.
Sense Magic. The chuul thrall senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Thrall Effects. The chuul thrall has more intelligence and wisdom then a normal chuul, as well as advantage on intelligence and wisdom saving throws.
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles. One creature grappled by the chuul must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Quick Claw. If a creature moves out of the chuul thralls range, it can make an attack with it's Pincer. Once per turn.
Description
A Chuul that became a Thrall to mind flayers. It's shell turned purple and it's tentacles lengthened, as well as becoming slimy. The mind flayers use these as weapons to clear out land and underwater caves, dungeons, and ruins of possible threats. Mind flayers may also use them in swampy terrain.
Lair and Lair Actions
Chuul thralls are usually kept locked away inside the prisons of nautiloids. The chuul thralls gain advantage when rolling for stealth while on a nautiloid.
Previous Versions
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1/31/2024 7:01:03 PM
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6
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1
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2/1/2024 5:03:51 PM
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7
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1.1
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Coming Soon
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