Size:
Large
Type:
Aberration
Form:
crustacean
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Action
Pincer
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 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.
Action
Tentacles
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.
Special
Amphibious
The chuul can breathe air and water.
Special
Sense Magic
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.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
14 (2d6+7 plus

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Constrict|Paralytic|Tentacles
You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
Special
|Constrict|Paralytic|Tentacles
A chuul can transfer a grappled victim from a claw to its tentacles as a move action.
Special
|Constrict|Paralytic|Tentacles
The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a Paralysis save each round on the chuul's turn or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, a victim automatically takes bludgeoning damage each round from the creature's mandibles.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Alertness
Action
Feat 2
Blind-Fight
Action
Feat 3
Combat Reflexes
Action
Feat 4
Improved Initiative
Action
Feat 5
Weapon Focus (claw)
Action
Melee 1
2 claws +14 (2d6+7 plus grab)
Special
Paralytic Tentacles (Ex)
A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity
Ability
Constrict
1d8+9 bludgeoning, DC 25 (grabbed by claws only)
Ability
Mandibles
Circumstance: A creature is grabbed and paralyzed by the chuul's tentacles.
The creature takes 3d6 piercing damage.
Ability
Paralytic Venom
(incapacitation, poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 paralyzed (1 round).
Ability
Tentacle Transfer
Circumstance: The chuul has a creature grabbed.
The chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. A creature is exposed to the chuul's paralytic venom when transferred into the tentacles and at the start of each of the chuul's turns if it remains grabbed by the tentacles.
Offense
Melee
Circumstance: combat round (melee)
claws +19 [+14/+9] (reach 10 feet), Damage 2d8+9 bludgeoning plus Grab
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Immunity
poison
Language
(or Undercommon
Aklo
Common
for Darklands variants)
Perception
darkvision
tremorsense (imprecise) 30 feet
Chuuls are armored, crustacean-like predators that lurk beneath the surfaces of shallow ponds and mires, bursting from concealment to snatch up prey in their chitinous pincers and then paralyzing them with their mouth tentacles before eating them alive.
Chuuls are excellent swimmers but prefer to attack land-bound creatures or those wallowing in shallow water. Once they seize their victims, chuuls often drag grappled foes back into deep water to drown them. Lizardfolk are by far the chuul's favorite prey, though those pale chuul breeds that live underground prefer morlocks, duergar, unwary drow, and other unfortunates who get too close to their subterranean waterways-with the exception of troglodytes, whose flavor chuuls find particularly offensive.
Chuuls are surprisingly intelligent, leading many to speculate fruitlessly on their origins and motivations. They speak a chittering, burbling dialect of Common, but few are inclined to speak to those outside their race, and if chuul society exists beyond their frenzied mating season, humanoids have yet to record it. Instead, chuul intellects seem entirely devoted to seeking out the perfect ambush sites to attack other intelligent creatures and decorating their elaborate lairs with trophies from their kills. Though the chuuls themselves seem uninterested in using tools of any kind, they have an almost compulsive need to collect keepsakes from their victims.
A typical chuul is 8 feet tall and weighs 650 pounds.
5e SRD