Difference between revisions of "Chuul"

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m (Text replacement - "QuaAtkVSTouchAC" to "Qua-Atk-Is-Touch")
Line 543: Line 543:
  
 
| Ability-1-Description = A Chuul can initiate a Claw Grab as a free action after any successful claw attack, rolling its Maneuver Offense (1d20 + {{Maneuver-Offense}}) against the [[Maneuver Defense]] of its struck foe.  It can sustain the grapple per the standard [[Grappled|Grapple]] rules.  A Chuul can have up to one foe grappled with its claws at a time (no larger than size large), in addition to any foe it may have entangled by its Slimy Doom power (see below).
 
| Ability-1-Description = A Chuul can initiate a Claw Grab as a free action after any successful claw attack, rolling its Maneuver Offense (1d20 + {{Maneuver-Offense}}) against the [[Maneuver Defense]] of its struck foe.  It can sustain the grapple per the standard [[Grappled|Grapple]] rules.  A Chuul can have up to one foe grappled with its claws at a time (no larger than size large), 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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
  
| NudgeAbility1TouchAttack =
+
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
+
   {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
| NudgeAbility1SaveDC =
+
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
+
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
+
   {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility1StandardDamage =
+
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
+
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
+
   {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility1SwiftDamage =
+
                                                        {{Ranged-Dmg}}
   <!-- 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 -->
 
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 2  -->
 
<!--  SPECIAL ABILITY 2  -->
  
Line 616: Line 583:
 
| Ability-2-Description = While it has a foe [[Grappled|Grappled]] with its claws, the Chuul may use Deathgrip as a damage action, which inflicts {{Special-Standard-Dmg}} points of {{dmg|crushing}} damage. (It must use a standard action to sustain the grapple, making a Maneuver Offense check of a d20 + {{Maneuver-Offense}} against the foe's [[Maneuver Defense]]. If successful, it deals the Deathgrip damage automatically, if it chooses to perform a damage action.)
 
| Ability-2-Description = While it has a foe [[Grappled|Grappled]] with its claws, the Chuul may use Deathgrip as a damage action, which inflicts {{Special-Standard-Dmg}} points of {{dmg|crushing}} damage. (It must use a standard action to sustain the grapple, making a Maneuver Offense check of a d20 + {{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-->
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--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 =
+
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
+
   {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
| NudgeAbility2TouchAttack =
+
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
+
   {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility2SaveDC =
+
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
+
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
+
   {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility2StandardDamage =
+
                                                        {{Ranged-Dmg}}
   <!--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 -->
 
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 3  -->
 
<!--  SPECIAL ABILITY 3  -->
  
Line 693: Line 626:
 
: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 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). To make things worse, each time a foe takes damage from Slimy Doom, they must make a Fort save, DC {{Save-DC}}, or become [[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.
+
:In addition, damage actions inflicted on a victim of Slimy Doom use the Chuul's Deathgrip damage (see above). To make things worse, each time a foe takes damage from Slimy Doom, they must make a Fort save, DC {{Save-DC|n=-2}}, or become [[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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
  
| NudgeAbility3-ManeuverDefense =
+
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 +
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
 +
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
 +
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 +
  {{Hit-Dice}}                                          {{Primary-Dmg}}
 +
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
 +
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 +
  {{CR}}                                                {{Quaternary-Dmg}}
 +
                                                        {{Ranged-Dmg}}
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 4  -->
 
<!--  SPECIAL ABILITY 4  -->
  
Line 767: Line 666:
  
 
| Ability-4-Description =  
 
| 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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
  
| NudgeAbility4SaveDC =
+
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
+
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
+
   {{Save-DC}}              {{Skill-DC|Challenging}}   {{Special-Alpha-Dmg}}
| NudgeAbility4StandardDamage =
+
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
+
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
+
   {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility4SwiftDamage =
+
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
+
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
+
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility4AlphaDamage =
+
                                                        {{Ranged-Dmg}}
   <!--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 -->
 
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 5  -->
 
<!--  SPECIAL ABILITY 5  -->
  
Line 839: Line 705:
  
 
| Ability-5-Description =  
 
| 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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
  
| NudgeAbility5-ManeuverDefense =
+
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 +
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
 +
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
 +
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 +
  {{Hit-Dice}}                                          {{Primary-Dmg}}
 +
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
 +
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 +
  {{CR}}                                                {{Quaternary-Dmg}}
 +
                                                        {{Ranged-Dmg}}
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 6  -->
 
<!--  SPECIAL ABILITY 6  -->
  
Line 911: Line 744:
  
 
| Ability-6-Description =  
 
| 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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
  
| NudgeAbility6AlphaDamage =
+
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
+
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
+
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility6-AbilityDamage =
+
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
+
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
+
   {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility6-HitPoints =
+
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
+
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
+
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility6-HitDice =
+
                                                        {{Ranged-Dmg}}
   <!-- 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 -->
 
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 7  -->
 
<!--  SPECIAL ABILITY 7  -->
  
Line 983: Line 783:
  
 
| Ability-7-Description =  
 
| 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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
  
| NudgeAbility7-ManeuverDefense =
+
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 +
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
 +
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
 +
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 +
  {{Hit-Dice}}                                          {{Primary-Dmg}}
 +
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
 +
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 +
  {{CR}}                                                {{Quaternary-Dmg}}
 +
                                                        {{Ranged-Dmg}}
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 8  -->
 
<!--  SPECIAL ABILITY 8  -->
  
Line 1,055: Line 822:
  
 
| Ability-8-Description =  
 
| 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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
  
| NudgeAbility8-HitDice =
+
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
+
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
+
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility8-CR =
+
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
+
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
+
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility8-ManeuverOffense =
+
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
   {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
+
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility8-ManeuverDefense =
+
                                                        {{Ranged-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  SPECIAL ABILITY 9  -->
 
<!--  SPECIAL ABILITY 9  -->
  
Line 1,127: Line 861:
  
 
| Ability-9-Description =  
 
| 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 =
+
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
  
| NudgeAbility9-ManeuverDefense =
+
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
+
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 +
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
 +
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
 +
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 +
  {{Hit-Dice}}                                          {{Primary-Dmg}}
 +
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
 +
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 +
  {{CR}}                                                {{Quaternary-Dmg}}
 +
                                                        {{Ranged-Dmg}}
  
 +
  POISON / DISEASE FORMAT
  
 +
{{Malady
 +
| Name =
 +
| Intensity =
 +
| Save-Type =
 +
| Save-Mod =
 +
| Frequency =
 +
| Effect =
 +
| Fruition =
 +
| F-Duration =
 +
}}
  
 +
-->
 
<!--  COMBAT TACTICS  -->
 
<!--  COMBAT TACTICS  -->
  

Revision as of 19:23, 15 August 2019

Chuul

Chuul (CR 12)

Neutral or Chaotic Evil - Large - Aberration
A chuul is a massive beast, and truly horrible to behold. Its 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.

General

Lore Check: Know (Dungeoneering) (Basic: DC 27; Full: DC 41)
Init: +22
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft, Low-Light Vision 150 ft (underwater only)
Passive Perception: 32 (Spot: +22, req's move action)

Defense

AC: 32
Maneuver Defense (MD): 35
Hit Points: 249     (Bloodied Value: 124)    Hit Dice: 22
Fort: +15    Refl: +12    Will: +12
Special Defenses:
Strong Against:
Weak Against:

Offense

Movement Types: Walk 30 ft., Greater Climb 20 ft, Lesser Swim 20 ft.
Space / Reach: 10 ft. / 10 ft.
Standard Attack:
  • 2x Crackling Claws +20 (3d6+4/x2) as Crushing (physical, common); plus: Claw Grab, and Deathgrip
Full Attack:
  • 1x Crunching Bite +20 (2d10+12/x2) as Crushing (physical, common)
  • 2x Crackling Claws +20 (3d6+4/x2) as Crushing (physical, common); plus: Claw Grab, and Deathgrip
Standard Ranged:
  • 1x Disgusting Squirt +20 (3d10+12/x2) as slime (physical, common) (Increment: 30 ft.; Max Range: 150 ft.) ; plus: REFL save (DC 13) or be Sickened
Maneuver Offense: +21
Siege Damage: Not siege capable
Special Attacks: Claw Grab, Deathgrip, Slimy Doom
Action Points: 0

Statistics

Str: 24    Dex: 16    Con: 18    Int: 10    Wis: 14    Cha: 5
Feats: Grapple, Improved (EFFECT: +2 bonus on grapple attempts, no attack of opportunity)
Skills:
Languages: Aquan

Special Abilities

Claw Grab (Ex)

A Chuul can initiate a Claw Grab as a free action after any successful claw attack, rolling its Maneuver Offense (1d20 + 3) against the Maneuver Defense of its struck foe. It can sustain the grapple per the standard Grapple rules. A Chuul can have up to one foe grappled with its claws at a time (no larger than size large), in addition to any foe it may have entangled by its Slimy Doom power (see below).

Deathgrip (Ex)

While it has a foe Grappled with its claws, the Chuul may use Deathgrip as a damage action, which inflicts 1d8 points of crushing (physical, common) damage. (It must use a standard action to sustain the grapple, making a Maneuver Offense check of a d20 + 3 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 Grappled in its claws, as a move action it may make the Grapple check to sustain the grapple, and if successful, stuff its victim into the fringe of slimy paralytic palps hanging from its head...parts.
A Chuul can have one foe (no larger than 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). To make things worse, each time a foe takes damage from Slimy Doom, they must make a Fort save, DC 11, or become 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.


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: 130 lbs.     Volume: 5.2 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)