Chuul
HD:d12
Level | Bab | Fort | Ref | Will | Feature |
1 | + 1 | +0 | + 2 | +2 | Chuul Body, Amphibious, Crustacean Grab, +2 Str, +2 Con, -2 Int |
2 | + 2 | +0 | + 3 | +3 | Constrict, Bonus Feat, +1 Str, +1 Con |
3 | + 3 | +1 | + 3 | +3 | Growth, +1 Str, +1 Con |
4 | + 4 | +1 | + 3 | +3 | Paralytic Tentacles, Spit Secretion, +1 Str, +1 Con |
5 | + 5 | +1 | + 3 | +3 | Immunity to Poison, Hoarder, +1 Str, +1 Con |
6 | + 6 | +1 | + 3 | +3 | Claw Combo, +1 Str, +1 Con |
7 | + 7 | +1 | + 3 | +3 | Strong Shell, Spread Secretion, +1 Str, +1 Con |
Skills:4+int modifier per level, Class skills are Balance, Climb, Intimidate, Jump, Hide, Knowledge(any), Move Silently, Listen, Sense motive, Spot, Survival, Swim
Proficiencies: The Chuul is proficient with its own natural weapons.
Features:Chuul Body: The Chuul loses all other racial bonuses and gains aberration traits (basicaly dark vision 60 feet). Chuul are medium aberrations with the Aquatic subtype, a base speed of 30 feet, a swim speed of 20 feet and two natural Claw attacks each dealing 1d8+Str mod damage. In addition it has a natural armor bonus equal to 2+ is Con mod.
Amphibious: Despite being aquatic creatures, Chuuls can breathe air and survive indefinitely on land.
Crustacean Grab: When a Chuul hits with a claw attack, it can attempt to start a grapple as a free action witohout provoking an attack of opportunity.
Ability Score Increase: The Chuul gains +2 Str, +2 Con and -2 Cha at first level, and then +1 Str and +1 Con at all other levels, for a total of +8 Str, +8 Con and -2 Cha at 7th level.
Constrict: At 2nd level on a successful grapple check, the Chuul deals an extra 2d6+Str mod damage.
Bonus Feat: At 2nd level the Chuul gains either Alertness, Blind-Fight, Combat Reflexes or Improved Initiative as a bonus feat.
Growth: At 3rd level the Chuul grows one size category. Increase its natural armor by 1. It doesn't take size penalties to Hide while its partially or completely covered by water.
Paralytic Tentacles: At 4th level a Chuul can transfer grabbed victims from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However,t hey exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 10+1/2 HD+Con mod Fortitude save each round on the Chuul's turn or be paralyzed for 1 round per HD. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+1/2 Str mod damage each round from the Chuul's mandibles. If the Chuul has 11 or more HD even creatures normally immune may be paralyzed, but they receive a +5 bonus on their saves.
Secretion Spit: At 4th level as a swift action the Chuul can launch its paralytic secretion as a ranged touch attack with range 60 feet plus 10 feet per HD. A victim hit is affected as by Paralytic Tentacles, except the paralyzis only last 1 round due to losing some potency with the air/water travel. Even if they save or are immune, the sticky secretion still reduces all their movement speeds by half for 1 round. Flying creatures hit by Secretion Spit drop to the ground as well whetever they make the save or not.
Immunity to Poison: At 5th level the Chuul becomes immune to poison. Actually if the Chuul would be affected by poison, for 1 round anyone who would be affected by its Paralyzing Tentacles (including Secretion Spit) is also affected by that poison as the Chuul's body expels it from the aberration's system.
Hoarder: At 5th level the Chuul gains
Hoard as a bonus feat. If it already had it, it can choose another feat it qualifies for and gain it instead.
Claw Combo: At 6th level the Chuul can attack with both claws as a standard action. In addition it can take a -10 penaly on grapple checks in order to don't receive the penalties of being on a grapple if it wins the check. In addition it ignores Freedom of Movement enemies on enemies when grappling, and grappled enemies are under a Dimensional Lock effect.
Strong Shell: At 7th level the Chuul now adds both its Str and Con mod to its Natural armor. Half its Natural armor also counts for its touch AC. In addition its Constrict deals an extra 1d6 damage.
Spread Secretion: At 7th level when the Chuul uses Spit Secretion, it may choose to affect all in a line with up to half the max range or a cone with ΒΌ the max range.
Been some time since I made a new one, so another core monster.
The original Chuul is a pretty standard melee monster. Big, tough, strong, and with a giant PLEASE KITE ME sign hanging over it. It can't fly, it's not that fast, and has no ranged attacks, so maybe it manages to snatch one party member and then dies.
When deciding what to do about that, I noticed the most "unique" feature of the Chuul is the paralytic secretion, so decided to roll with that and allow it to use as a ranged attack to slow down its preys and bring down fliers. Otherwise the usual grab-constrict routine. Oh, they also like shiny stuff.
So if you want to play a crustacean-serpent-insect-hybrid, the Chuul's for you!