Chuul: Difference between revisions

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== <Monster Name> (CR 12) ==
== Chuul(CR 12) ==
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
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.


<insert descriptive text here>
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 to 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.





Revision as of 04:10, 7 July 2015


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Chuul(CR 12)

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 to 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

CR 12 Hit Dice 17

XP 19,200

<alignment> <size> <racial keyword>

Init +5; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +18


DEFENSE

AC 32, touch 20, flat-footed 27 (+7 armor, +5 dex, +5 natural, +5 deflection)

hp 249

Fort +15, Ref +12, Will +12 <swap as needed; only one strong save>

Aura: -

SR: - <22, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +18 (2d8+7/19-20x2)

or: Single Melee Bite +18 (2d8+13/x2)

Full Melee 3x <melee weapon> +18 (2d8+7/19-20x2)

or: Full Melee Bite +18 (2d8+13/x2), 2x Claws +18 (2d6+4/x2)

Ranged <optional ranged attack> +18 (2d8+7/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +12; CMB +19; CMD 28

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 21>

<special attack damage (standard action): 6d6+1>

<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6+1>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 8,000 gp


COMBAT TACTICS

<describe typical actions taken during combat here>