Homebrew Chuul Species Details

These armor-plated, crustacean predators lurk beneath the surface of lightless seas and primeval swamps. Chuuls can live in fresh or saltwater, and indeed are found in aquatic environs the world over—even in the subterranean oceans and lakes of the Underdark.

Chuuls originated in forgotten ages when aboleths and stranger beings ruled alien empires beneath the waves. The aboleths transformed numerous deep-sea predators into servants that could venture beyond the seas to claim more magic and creatures to exploit. Chuuls are the most enduring of these bizarre servants.

Chuuls live for about a century, but every chuul is born with the memories of its ancestors, so an individual's true age is much longer, though these memories become less clear with each new generation. As a result of this collective memory, most modern chuuls are capable of speech and reason; however, almost all chuuls stubbornly refuse any extended conversation with those outside their species. Even if a chuul is uninterested in money or tools, they have a nearly compulsive need to collect trophies of their victories, and are especially fond of magical relics.

The aboleths made many alterations to their creations to better suit specific tasks, and some chuuls eventually learned to modify themselves. Such modifications are inherited along with a chuul's memories, and in the modern days there exist varieties of chuul most people have never seen.

Karyda

The most typical variety of chuul, Karyda are physically very similar to the original hulking creations of the aboleths. Their arms end in peculiar, twin-faced pincers that are as capable of fine manipulation as they are of holding tightly onto prey. There are few places where a Karyda can walk openly, and so most opt for a life of seclusion.

Kathari

Being much smaller than most other chuul (and indeed most humanoid species), Kathari prefer to rely on tactical precision and their innate magical talent over brute force. When they must rely on other species, they often make use of enchantments or illusions to hide their true identity.

Chuul Traits

Creature Type: Aberration
Size: Medium (about 7–8 feet tall) or Small (about 2–3 feet tall), determined by your Ancestral Pod trait
Speed: 30 feet, and you have a Swim Speed equal to your Speed

As a Chuul, you have these special traits.

Aberrant Tendrils

You know the Poison Spray cantrip. You always have the Detect Magic spell prepared once you reach character level 3, and the Hold Person spell once you reach character level 5. You can cast each spell once without a spell slot or Material components, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).

Amphibious

You can breathe air and water.

Ancestral Form

You not only inherited the memories of your ancestors, but also the modifications they were subjected to; some of which were self-induced. Choose one of the following options.

Karyda. Your Size is Medium, and you count as one size larger when determining your carrying capacity. When you use your pincers to deal damage with your Unarmed Strike, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. Once per turn, when you successfully use the Grapple option of your Unarmed Strike, you can also deal 1d6 Bludgeoning damage to the target.

Kathari. Your Size is Small. You can take a Bonus Action to cleanse yourself or a willing creature within 60 feet of you of unwanted magicks. Any ongoing spell of a level equal to or lower than your Proficiency Bonus on the target ends, and you gain Temporary Hit Points equal to twice your Proficiency Bonus if any spell ends. Once you use this Bonus Action, you can’t use it again until you finish a Short or Long Rest.

Darkvision

You have Darkvision with a range of 60 feet.

Natural Armor

While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 plus your Dexterity modifier.

Genetic Memories

There aren’t many things you haven’t done in your many lives, and you can sift through the static in your mind to dredge up that knowledge again. You can take a Magic action to gain proficiency in a skill of your choice for 1 hour or until you use this ability again.

Once you use this action, you can’t use it again until you finish a Short or Long Rest.

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