Chuul: Difference between revisions
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{{Template:Monster | |||
<!-- Version 2.08 --> | |||
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | |||
| CR | 12 | |||
<!-- Value: integer between 1 and 40. --> | |||
}}</onlyinclude> | |||
| MonsterName = Chuul | |||
| Image = chuul_1.png | |||
<!-- Value: file name and extension only (e.g. monster_picture.jpg) --> | |||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | |||
| Role | | |||
<!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank --> | |||
}}</onlyinclude> | |||
| Description = A chuul is a massive beast, and truly horrible to behold. It's appearance is all armored chitin and massive snapping claws and wet, dangling palps. Chuuls are scavengers and ambush predators, and are more than willing to feed on carrion, rotting plant matter, any undead they can catch, and whatever else they can get a death grip on. | |||
:Despite appearances, chuuls are not mindless beasts. That said, chuuls are certainly aberrant things, and there is little to no basis for conversation or peace between a chuul and anything not-chuul. Chuul's seem to exist to eat and reproduce and make weird spiky designs in mud, sand, trees, or whatever else happens to be to hand. Indeed, a sure sign of a chuul incursion is weird alien patterns showing up in unlikely places. | |||
' | |||
:Chuul are amphibious, but definitely not aquatic. They do not swim well, being far too massive, and they cannot breathe water, but they can hold their breath for five times as long as you would expect them to be able to and suffer no ill effects for it. Chuuls prefer to live in places where there is shallow water, and are not terribly picky beyond that. Chuul haunt deserted beaches, swamps, bogs, watery caves and tunnels, dark mountain lakes, sewers in cities, ruins and dungeons of all kinds, clear forest streams, crashing rocky surf, fens and marshes, mud pits, peat bogs and many more places besides. They are hardy and horrible. | |||
:They like to lurk and creep, and their hard outer surface is often crusted with debris from their environment, making them incredibly stealthy for their size. | |||
:Chuul are not aggressive. They will not raid settlements and kill wantonly. They prefer to pick off victims with more discretion, but they can and will eat sentient races without hesitation. A chuul infestation must be confronted, and quickly, before tragedy happens. | |||
| Alignment = Neutral or Chaotic Evil | |||
<!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil --> | |||
| Size = Large | |||
<!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic --> | |||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | |||
| Type | Aberration | |||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin --> | |||
}}</onlyinclude> | |||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | |||
| Subtype | | |||
<!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin --> | |||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | |||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | |||
<!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. --> | |||
<!-- Otherwise leave blank. --> | |||
}}</onlyinclude> | |||
| NudgeBasicLoreValue = +3 | |||
<!-- This field lets you alter the DC of the basic knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeFullLoreValue = +2 | |||
<!-- This field lets you alter the DC of the full knowledge check for this monster --> | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeInit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
= | | Senses = [[Standard Senses]], [[Darkvision]] 60 ft, [[Low-Light Vision]] 150 ft (underwater only) | ||
<!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") --> | |||
<!-- [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell --> | |||
<!-- [[Low-Light Vision]], [[Darkvision]], [[Heartsight]] --> | |||
<!-- [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] --> | |||
<!-- [[Scent]], [[Keen Scent]], [[Perfect Scent]] --> | |||
<!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]] --> | |||
| NudgePerception = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| NudgeAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeTouchAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeFFAC = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Nudge-Maneuver-Defense = +1 | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Defense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") --> | |||
| NudgeHitPoints = | |||
<!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) --> | |||
<!-- SAVING THROWS --> | |||
| Fort = S | |||
| Refl = | |||
| Will = | |||
<!-- Values: S (for Strong save), leave blank for Weak save | |||
* Most monsters have 1 strong save and 2 weak saves | |||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves --> | |||
| NudgeFort = | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| SpecialDefenses = | |||
<!-- Put any DR or ER values here --> | |||
; | | StrongAgainst = | ||
<!-- Put any 'immunity' or 'hardened' values here; | |||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | |||
damage):''''' | |||
'''''Immune (no effect):''''' --> | |||
| Hide-Role-Strong-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) --> | |||
| Hide-Type-Strong-Against-1 = | |||
| Hide-Type-Strong-Against-2 = | |||
| Hide-Type-Strong-Against-3 = | |||
| Hide-Type-Strong-Against-4 = | |||
| Hide-Type-Strong-Against-5 = | |||
| Hide-Type-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) --> | |||
| Hide-Subtype-Strong-Against-1 = | |||
| Hide-Subtype-Strong-Against-2 = | |||
| Hide-Subtype-Strong-Against-3 = | |||
| Hide-Subtype-Strong-Against-4 = | |||
| Hide-Subtype-Strong-Against-5 = | |||
| Hide-Subtype-Strong-Against-6 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) --> | |||
= | | WeakAgainst = | ||
<!-- Put any 'vulnerable' or 'defenseless' values here; | |||
vulnerabilities based on type (e.g. Vermin) are automatically added | |||
'''''Vulnerable (1.5x damage):''''' | |||
'''''Defenseless (2x damage):''''' --> | |||
= | | Hide-Type-Weak-Against-1 = | ||
| Hide-Subtype-Weak-Against-1 = | |||
<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | |||
| MoveTypes = [[Walk]] 30 ft., [[Greater Climb]] 20 ft, [[Lesser Swim]] 20 ft. | |||
<!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) --> | |||
<!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]] --> | |||
<!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] --> | |||
<!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]] --> | |||
<!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]] --> | |||
<!-- [[Lesser Teleport]], [[Greater Teleport]] --> | |||
Chuul who have attacked are likely hungry. They will never consider retreat unless they have a victim in their Slimy Doom. If they do, and the combat is going poorly, a chuul will not hesitate to flee battle, abandoning its comrades without a second thought. | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> | |||
<!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft. --> | |||
<!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. --> | |||
<!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft. --> | |||
<!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Natural | |||
<!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) --> | |||
| MultipliedDamageType = | |||
<!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) --> | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Crunching Bite | |||
<!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | |||
| PriAtkNotes = plus Claw Grab plus Deathgrip | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| PriAtkNotes-FullAtkOnly = | |||
<!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank --> | |||
| Override-Pri-Atk--Std-Atk-Qty = 0 | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Pri-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| PriAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| PriAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgePriToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgePriDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-PriDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Pri-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = Crackling Claws | |||
<!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | |||
| SecAtkNotes = plus Claw Grab plus Deathgrip | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| SecAtkNotes-FullAtkOnly = | |||
<!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank --> | |||
| Override-Sec-Atk--Std-Atk-Qty = 2 | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Sec-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SecAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| SecAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeSecToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSecDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-SecDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Sec-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- TERTIARY ATTACK INFORMATION --> | |||
| TerAtkName = | |||
<!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none --> | |||
| TerAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| TerAtkNotes-FullAtkOnly = | |||
<!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank --> | |||
| Override-Ter-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ter-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| TerAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| TerAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeTerToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeTerDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-TerDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Ter-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- QUATERNARY ATTACK INFORMATION --> | |||
| QuaAtkName = | |||
<!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none --> | |||
| QuaAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| QuaAtkNotes-FullAtkOnly = | |||
<!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank --> | |||
| Override-Qua-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Qua-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| QuaAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| QuaAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeQuaToHit = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeQuaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-QuaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Qua-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = Disgusting Squirt | |||
<!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack --> | |||
| HasRangedFullAttack = | |||
<!-- Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIncrementDistance = 30 | |||
<!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | |||
| RangedAtkNumberOfIncrements = 5 | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| RangedAtkNotes = plus Reflex save vs DC {{#var:Special9SaveDC}} or be [[Sickened]] | |||
<!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) --> | |||
| RangedAtkNotes-FullAtkOnly = | |||
<!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank --> | |||
| Override-Ranged-Atk--Std-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| Override-Ranged-Atk--Full-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| RangedAtkVSTouchAC = | |||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | |||
| RangedAtkIsAuto-Hit = | |||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") --> | |||
| NudgeRangedToHit = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeRangedDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeFullAtk-RangedDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| Nudge-Ranged-Atk-Crit-Range = | |||
<!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). --> | |||
<!-- Default is 19-20 for melee, and 20 for natural --> | |||
<!-- COMBAT MANEUVERS --> | |||
| Nudge-Maneuver-Offense = +2 | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| Maneuver-Offense-Notes = | |||
<!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") --> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications --> | |||
| SiegeAtkName = | |||
<!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") --> | |||
| SiegeAtkNotes = | |||
<!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) --> | |||
| Override-Siege-Atk-Qty = | |||
<!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack) --> | |||
<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | |||
| SiegeAtkIncrement = | |||
<!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this --> | |||
| SiegeAtkNumberOfIncrements = | |||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | |||
| Nudge-Siege-Maneuver-Offense = | |||
<!-- any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeSiegeDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
<!-- ABILITY SCORES --> | |||
| Str = 24 | |||
| Dex = 16 | |||
| Con = 18 | |||
| Int = 10 | |||
| Wis = 14 | |||
| Cha = 5 | |||
<!-- FEATS --> | |||
| Feat1 = Grapple, Improved | |||
| Feat2 = | |||
| Feat3 = | |||
| Feat4 = | |||
<!-- Just the feat name; will be autolinked, and ShortDesc added --> | |||
<!-- SKILLS --> | |||
| Skill1 = Stealth | |||
| Skill2 = Knowledge (Local) | |||
| Skill3 = | |||
| Skill4 = | |||
| Skill5 = | |||
| NudgeSkill1 = +4 | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
| NudgeSkill5 = | |||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Skill1Notes = | |||
| Skill2Notes = | |||
| Skill3Notes = | |||
| Skill4Notes = | |||
| Skill5Notes = | |||
<!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") --> | |||
<!-- LANGUAGES --> | |||
| Languages = Aquan | |||
<!-- Comma-separated list --> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- ROLE-BASED SPECIAL ABILITIES --> | |||
| HideRoleReminder1 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder2 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder3 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
| HideRoleReminder4 = | |||
<!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Claw Grab | |||
| Ability-1-Type = Ex | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Ability-1-Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | |||
| Ability-1-Description = A Chuul can initiate a [[Grappled|Claw Grab]] as a free action after any successful claw attack. It can sustain the grapple per the standard [[Grappled|Grapple]] rules. A Chuul can have up to one sized-large foe grappled at a time, in addition to any foe it may have entangled by its Slimy Doom power (see below). | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below --> | |||
<!-- Available Variables: | |||
{{#var:Special1ToHit}} To-Hit | |||
{{#var:Special1TouchAttack}} Touch To-Hit | |||
{{#var:Special1SaveDC}} Save DC | |||
{{#var:Special1StandardDmg}} Std Damage | |||
{{#var:Special1SwiftDmg}} Swift Damage | |||
{{#var:Special1AlphaDmg}} Alpha Damage | |||
{{#var:Special1-Ability-Dmg}} Stat Damage | |||
{{#var:Special1-Hit-Points}} Hit Points | |||
{{#var:Special1-Hit-Dice}} Hit Dice | |||
{{#var:Special1-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special1-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special1-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility1ToHit = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1TouchAttack = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1SaveDC = | |||
<!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility1StandardDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1SwiftDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1AlphaDamage = | |||
<!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility1-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility1-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility1-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility1-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility1-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility1-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = Deathgrip | |||
| Ability-2-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-2-Description = While it has a foe [[Grappled|Grappled]], the Chuul may use Deathgrip as a damage action, which inflicts {{#var:Special2StandardDmg}} points of physical slashing damage. (It must use a standard action to sustain the grapple, making a Maneuver Offense check of a d20 + {{#var:Special2-Maneuver-Offense}} against the foe's Maneuver Defense. If successful, it deals the Deathgrip damage automatically, if it chooses to perform a damage action.) | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special2ToHit}} To-Hit | |||
{{#var:Special2TouchAttack}} Touch To-Hit | |||
{{#var:Special2SaveDC}} Save DC | |||
{{#var:Special2StandardDmg}} Std Damage | |||
{{#var:Special2SwiftDmg}} Swift Damage | |||
{{#var:Special2AlphaDmg}} Alpha Damage | |||
{{#var:Special2-Ability-Dmg}} Stat Damage | |||
{{#var:Special2-Hit-Points}} Hit Points | |||
{{#var:Special2-Hit-Dice}} Hit Dice | |||
{{#var:Special2-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special2-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special2-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility2ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility2StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility2-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility2-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility2-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility2-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility2-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility2-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = Slimy Doom | |||
| Ability-3-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = If the Chuul begins its turn with a foe [[Grappled|Grapple]], as a move action it makes the Grapple check to sustain the grapple, and if successful, stuffs its victim into the fringe of slimy paralytic palps hanging from its head...parts.... | |||
:A Chuul can have one foe up to size large trapped in its Slimy Doom. Having a foe in Slimy Doom grapples that foe, but the Chuul is NOT considered to be in a grapple and retains its full array of actions in each following round. | |||
:In all future rounds, the check to sustain the grapple and perform a damage action to victims of Slimy Doom are free actions for the Chuul. | |||
:In addition, damage actions inflicted on a victim of Slimy Doom use the Chuul's Deathgrip damage (see above), and to make things even worse, if the foe takes damage from that Deathgrip, they must make a Fort save, DC {{#var:Special3SaveDC}}, or be [[Paralyzed]]. Making the save negates the condition, but the Chuul may certainly try again in future rounds. Paralyzed victims may make additional Fortitude saves at the end of each of their turns to attempt to end the condition. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special3ToHit}} To-Hit | |||
{{#var:Special3TouchAttack}} Touch To-Hit | |||
{{#var:Special3SaveDC}} Save DC | |||
{{#var:Special3StandardDmg}} Std Damage | |||
{{#var:Special3SwiftDmg}} Swift Damage | |||
{{#var:Special3AlphaDmg}} Alpha Damage | |||
{{#var:Special3-Ability-Dmg}} Stat Damage | |||
{{#var:Special3-Hit-Points}} Hit Points | |||
{{#var:Special3-Hit-Dice}} Hit Dice | |||
{{#var:Special3-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special3-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special3-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility3ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3SaveDC = -3 | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility3StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility3-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility3-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility3-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility3-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility3-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility3-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = | |||
| Ability-4-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-4-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-4-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special4ToHit}} To-Hit | |||
{{#var:Special4TouchAttack}} Touch To-Hit | |||
{{#var:Special4SaveDC}} Save DC | |||
{{#var:Special4StandardDmg}} Std Damage | |||
{{#var:Special4SwiftDmg}} Swift Damage | |||
{{#var:Special4AlphaDmg}} Alpha Damage | |||
{{#var:Special4-Ability-Dmg}} Stat Damage | |||
{{#var:Special4-Hit-Points}} Hit Points | |||
{{#var:Special4-Hit-Dice}} Hit Dice | |||
{{#var:Special4-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special4-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special4-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility4ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility4StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility4-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility4-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility4-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility4-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility4-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility4-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = | |||
| Ability-5-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-5-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special5ToHit}} To-Hit | |||
{{#var:Special5TouchAttack}} Touch To-Hit | |||
{{#var:Special5SaveDC}} Save DC | |||
{{#var:Special5StandardDmg}} Std Damage | |||
{{#var:Special5SwiftDmg}} Swift Damage | |||
{{#var:Special5AlphaDmg}} Alpha Damage | |||
{{#var:Special5-Ability-Dmg}} Stat Damage | |||
{{#var:Special5-Hit-Points}} Hit Points | |||
{{#var:Special5-Hit-Dice}} Hit Dice | |||
{{#var:Special5-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special5-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special5-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility5ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility5StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility5-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility5-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility5-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility5-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility5-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility5-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| Ability-6-Name = | |||
| Ability-6-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-6-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-6-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special6ToHit}} To-Hit | |||
{{#var:Special6TouchAttack}} Touch To-Hit | |||
{{#var:Special6SaveDC}} Save DC | |||
{{#var:Special6StandardDmg}} Std Damage | |||
{{#var:Special6SwiftDmg}} Swift Damage | |||
{{#var:Special6AlphaDmg}} Alpha Damage | |||
{{#var:Special6-Ability-Dmg}} Stat Damage | |||
{{#var:Special6-Hit-Points}} Hit Points | |||
{{#var:Special6-Hit-Dice}} Hit Dice | |||
{{#var:Special6-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special6-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special6-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility6ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility6StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility6-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility6-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility6-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility6-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility6-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility6-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability-7-Name = | |||
| Ability-7-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-7-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special7ToHit}} To-Hit | |||
{{#var:Special7TouchAttack}} Touch To-Hit | |||
{{#var:Special7SaveDC}} Save DC | |||
{{#var:Special7StandardDmg}} Std Damage | |||
{{#var:Special7SwiftDmg}} Swift Damage | |||
{{#var:Special7AlphaDmg}} Alpha Damage | |||
{{#var:Special7-Ability-Dmg}} Stat Damage | |||
{{#var:Special7-Hit-Points}} Hit Points | |||
{{#var:Special7-Hit-Dice}} Hit Dice | |||
{{#var:Special7-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special7-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special7-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility7ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility7StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility7-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility7-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility7-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility7-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility7-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility7-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| Ability-8-Name = | |||
| Ability-8-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-8-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-8-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special8ToHit}} To-Hit | |||
{{#var:Special8TouchAttack}} Touch To-Hit | |||
{{#var:Special8SaveDC}} Save DC | |||
{{#var:Special8StandardDmg}} Std Damage | |||
{{#var:Special8SwiftDmg}} Swift Damage | |||
{{#var:Special8AlphaDmg}} Alpha Damage | |||
{{#var:Special8-Ability-Dmg}} Stat Damage | |||
{{#var:Special8-Hit-Points}} Hit Points | |||
{{#var:Special8-Hit-Dice}} Hit Dice | |||
{{#var:Special8-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special8-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special8-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility8ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility8StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility8-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility8-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility8-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility8-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility8-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility8-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability-9-Name = | |||
| Ability-9-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-9-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special91ToHit}} To-Hit | |||
{{#var:Special9TouchAttack}} Touch To-Hit | |||
{{#var:Special9SaveDC}} Save DC | |||
{{#var:Special9StandardDmg}} Std Damage | |||
{{#var:Special9SwiftDmg}} Swift Damage | |||
{{#var:Special9AlphaDmg}} Alpha Damage | |||
{{#var:Special9-Ability-Dmg}} Stat Damage | |||
{{#var:Special9-Hit-Points}} Hit Points | |||
{{#var:Special9-Hit-Dice}} Hit Dice | |||
{{#var:Special9-Maneuver-Offense}} Maneuver Offense | |||
{{#var:Special9-Maneuver-Defense}} Maneuver Defense | |||
{{#var:Special9-CR}} CR | |||
{{#var:Easy-Skill-DC}} | |||
{{#var:Average-Skill-DC}} | |||
{{#var:Challenging-Skill-DC}} | |||
{{#var:Hard-Skill-DC}} | |||
{{#var:Impossible-Skill-DC}} | |||
--> | |||
<!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. --> | |||
<!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR. {{#expr:{{#var:Special1-CR}}*2}} doubles the CR. --> | |||
| NudgeAbility9ToHit = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9TouchAttack = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9SaveDC = | |||
<!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 --> | |||
| NudgeAbility9StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank --> | |||
| NudgeAbility9-AbilityDamage = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 --> | |||
| NudgeAbility9-HitPoints = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 --> | |||
| NudgeAbility9-HitDice = | |||
<!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 --> | |||
| NudgeAbility9-CR = | |||
<!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 --> | |||
| NudgeAbility9-ManeuverOffense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
| NudgeAbility9-ManeuverDefense = | |||
<!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 --> | |||
<!-- COMBAT TACTICS --> | |||
| CombatTactics = Chuuls are ambush predators and terribly, implacably, evil. They will hide in water, near trails and docks, and strike when their victims have their guard down. | |||
:In all cases, every claw attack is a chance to start a grapple attempt, for free. Chuul always try for a grapple, but will move a victim into its Slimy Doom tentacles as fast as possible. This allows it to grapple a foe and damage or paralyze them, and still move and attack unimpeded. | |||
:Chuul who have attacked are likely hungry. They will never consider retreat unless they have a victim in their Slimy Doom. If they do, and the combat is going poorly, a chuul will not hesitate to flee battle, abandoning its comrades without a second thought. | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = Chuul are usually found in small, furtive colonies, living apart from other creatures, killing and eating whatever they can catch, and hating everything in the universe, including themselves. | |||
:Especially themselves.... | |||
:That said, Chuul are terrible armored deathmachines with highly effective catch and kill melee abilitites, that can swim and climb with frightening ease. There are always factions of bad guys who are willing to work with pods of chuul, just to have the extra muscle and big stack of abilities available, plus having allies who can guard that secret underwater entrance is a big plus. | |||
:Chuul who are able to work with other monsters tend to be completely, horribly, utterly, neutral evil. Chuul that are found as seperate encounters tend to be less evil, believe it or not, but more chaotic, so that they cannot work well with others. | |||
<!-- TREASURE AND XP --> | |||
| TreasureNotes = | |||
| XPNotes = | |||
}} |
Revision as of 19:39, 23 September 2017
Chuul (CR 12)
Neutral or Chaotic Evil - Large - Aberration |
---|
Lore: | K. (Dungeoneer) | ||
27 | 41 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
29 | +19 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
289 | 144 | 22 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +14 |
Refl: | +9 |
Will: | +9 |
Strong Against:
Offense
Standard Attack (Melee):
- 2x Crackling Claws +19 (3d6+5/x2)
as undefined damage type
plus Claw Grab plus Deathgrip
Full Attack (Melee):
- 1x Crunching Bite +19 (3d10+14/x2)
as undefined damage type
plus Claw Grab plus Deathgrip - 2x Crackling Claws +19 (3d6+5/x2)
as undefined damage type
plus Claw Grab plus Deathgrip
Standard Attack (Ranged):
- 1x Disgusting Squirt +19 (3d10+14/x2)
as undefined damage type
(Increment: 30 ft.; Max Range: 150 ft.)
plus Reflex save vs DC or be Sickened
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
24 |
STR |
16 |
DEX |
18 |
CON |
10 |
INT |
14 |
WIS |
5 |
CHA |
Skills:
- Knowledge (Local): 19
- Perception: 19
- Stealth: 23
- All other skills: 14 (no ranks)
Languages: Aquan
Feats:
- Grapple, Improved (EFFECT: Grapple, Improved (Feat))
Special Abilities
Claw Grab (Ex) |
A Chuul can initiate a Claw Grab as a free action after any successful claw attack. It can sustain the grapple per the standard Grapple rules. A Chuul can have up to one sized-large foe grappled at a time, in addition to any foe it may have entangled by its Slimy Doom power (see below). |
Deathgrip (Ex) |
While it has a foe Grappled, the Chuul may use Deathgrip as a damage action, which inflicts points of physical slashing damage. (It must use a standard action to sustain the grapple, making a Maneuver Offense check of a d20 + against the foe's Maneuver Defense. If successful, it deals the Deathgrip damage automatically, if it chooses to perform a damage action.) |
Slimy Doom (Ex) |
If the Chuul begins its turn with a foe Grapple, as a move action it makes the Grapple check to sustain the grapple, and if successful, stuffs its victim into the fringe of slimy paralytic palps hanging from its head...parts....
|
Chuul
A chuul is a massive beast, and truly horrible to behold. It's appearance is all armored chitin and massive snapping claws and wet, dangling palps. Chuuls are scavengers and ambush predators, and are more than willing to feed on carrion, rotting plant matter, any undead they can catch, and whatever else they can get a death grip on.
- Despite appearances, chuuls are not mindless beasts. That said, chuuls are certainly aberrant things, and there is little to no basis for conversation or peace between a chuul and anything not-chuul. Chuul's seem to exist to eat and reproduce and make weird spiky designs in mud, sand, trees, or whatever else happens to be to hand. Indeed, a sure sign of a chuul incursion is weird alien patterns showing up in unlikely places.
- Chuul are amphibious, but definitely not aquatic. They do not swim well, being far too massive, and they cannot breathe water, but they can hold their breath for five times as long as you would expect them to be able to and suffer no ill effects for it. Chuuls prefer to live in places where there is shallow water, and are not terribly picky beyond that. Chuul haunt deserted beaches, swamps, bogs, watery caves and tunnels, dark mountain lakes, sewers in cities, ruins and dungeons of all kinds, clear forest streams, crashing rocky surf, fens and marshes, mud pits, peat bogs and many more places besides. They are hardy and horrible.
- They like to lurk and creep, and their hard outer surface is often crusted with debris from their environment, making them incredibly stealthy for their size.
- Chuul are not aggressive. They will not raid settlements and kill wantonly. They prefer to pick off victims with more discretion, but they can and will eat sentient races without hesitation. A chuul infestation must be confronted, and quickly, before tragedy happens.
Combat Tactics
Chuuls are ambush predators and terribly, implacably, evil. They will hide in water, near trails and docks, and strike when their victims have their guard down.
- In all cases, every claw attack is a chance to start a grapple attempt, for free. Chuul always try for a grapple, but will move a victim into its Slimy Doom tentacles as fast as possible. This allows it to grapple a foe and damage or paralyze them, and still move and attack unimpeded.
- Chuul who have attacked are likely hungry. They will never consider retreat unless they have a victim in their Slimy Doom. If they do, and the combat is going poorly, a chuul will not hesitate to flee battle, abandoning its comrades without a second thought.
Out of Combat
Chuul are usually found in small, furtive colonies, living apart from other creatures, killing and eating whatever they can catch, and hating everything in the universe, including themselves.
- Especially themselves....
- That said, Chuul are terrible armored deathmachines with highly effective catch and kill melee abilitites, that can swim and climb with frightening ease. There are always factions of bad guys who are willing to work with pods of chuul, just to have the extra muscle and big stack of abilities available, plus having allies who can guard that secret underwater entrance is a big plus.
- Chuul who are able to work with other monsters tend to be completely, horribly, utterly, neutral evil. Chuul that are found as seperate encounters tend to be less evil, believe it or not, but more chaotic, so that they cannot work well with others.
Rewards
XP: 19,200
Treasure: Sellable Goods worth 12,875 gp.
- Weight: 120 lbs. Volume: 4.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |