{ "entry": "creatures", "speed": "30 ft., swim 30 ft.", "saves": [], "d_resistances": [], "d_vulnerabilities": [], "d_immunities": [ { "type": "poison", "qualifiers": [] } ], "c_immunities": [ { "type": "poisoned", "qualifiers": [] } ], "senses": [ "darkvision 60 ft." ], "langs": "understands Deep Speech but can't speak", "skills": { "Perception": 2 }, "hit_die_count": 11, "hit_die_sides": 10, "name": "Chuul", "type": "abberation", "cr": 4.0, "size": "Large", "alignment": "chaotic evil", "stats": { "str": 19, "dex": 10, "con": 16, "int": 5, "wis": 11, "cha": 5 }, "inventory": [], "observant": false, "givenName": "NAME", "hpMax": -1, "hp": -1, "natural_armor": { "name": "natural", "bonus": 16 }, "text": "", "features": [ { "entry": "feature", "name": "amphibious", "text": "The chuul can breathe air and water.", "type": "feature" }, { "entry": "feature", "name": "sense magic", "text": "The chuul senses magic within 120 feet of it at will. This trait otherwise works like the **_detect magic_** spell but isn't itself magical.", "type": "feature" }, { "entry": "feature", "name": "multiattack", "text": "The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.", "type": "action" }, { "entry": "feature", "name": "pincer", "text": "", "type": "attack", "attack": { "entry": "item", "type": "weapons", "name": "pincer", "cost": -1, "damage": [ { "dmg_die_count": 2, "dmg_die_sides": 6, "dmg_type": "bludgeoning", "is_or": false } ], "weight": -1.0, "range": [ 0, 0 ], "reach": 10, "properties": [], "weapon_type": "unknown", "text": ". The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.", "toHitOverride": null, "dmgBonusOverride": null, "abilityOverride": null } }, { "entry": "feature", "name": "tentacles", "text": "One creature grappled by the chuul must succeed on a DC 13 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.", "type": "action" } ], "prof": 2 }