| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 10 | +0 | +0 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +5 |
| WIS | 12 | +1 | +5 |
| CHA | 6 | −2 | −2 |
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.
Pincer. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Grappled condition (escape DC 16) from one of two pincers.
Paralyzing Tentacles. Constitution Saving Throw: DC 17, 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.
Telekinetic Pull. Strength Saving Throw: DC 13, one Huge or smaller creature within 120 feet. Failure: The target is pulled 30 toward the chuul and has the Grappled condition (escape DC 13) until the start of the chuul’s next turn. Until the grapple ends, the target has the Restrained conditions, and it takes 16 (3d10) Psychic damage at the start of each of its turns.
Description
A chuul juggernaut is an immense, armored specimen that has grown far beyond the size and strength of its lesser kin. Its mutated body channels psychic force, enabling it to telekinetically drag prey into crushing claws. Aboleths prize these brutes as elite guardians, shaping them into bulwarks for their lairs.
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