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{
"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
}
|