Dungeons and Dragons Chuul 3.5 PBP RPG

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Chuul

Chuul

Large Aberration (Aquatic)

Hit Dice:

11d8+44 (93 hp)

Initiative:

+7

Speed:

30 ft. (6 squares), swim 20 ft.

Armor Class:

22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19

Base Attack/Grapple:

+8/+17

Attack:

Claw +12 melee (2d6+5)

Full Attack:

2 claws +12 melee (2d6+5)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Constrict 3d6+5, improved grab, paralytic tentacles

Special Qualities:

Amphibious, darkvision 60 ft., immunity to poison

Saves:

Fort +7, Ref +6, Will +9

Abilities:

Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5

Skills:

Hide +13, Listen +11, Spot +11, Swim +13

Feats:

Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Environment:

Temperate marshes

Organization:

Solitary, pair, or pack (3-5)

Challenge Rating:

7

Treasure:

1/10th coins; 50% goods; standard items

Alignment:

Usually chaotic evil

Advancement:

12-16 HD (Large); 17-33 HD (Huge)

Level Adjustment:

-

A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. A chuul is about 8 feet long and weighs 650 pounds.

Chuuls speak Common (or Undercommon, for the underground variety).

Combat

A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest.

Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage.

Improved Grab (Ex): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.

Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its ten- tacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature's mandibles.

Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.

Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


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The Text Role-playing Game Creator was originally used to invite Members to start and run games using a simplified system to record their information while playing in a Play By Post format. The main problem with this system was that games on the whole relied heavily on the availability of the Member as Dungeon Master / GM and more especially how they perceived games should be conducted.

Various perspectives and agendas made what should have been a simple system to jump into role-playing a complex one. Additionally, sometimes great games would start and then suddenly end because real life issues affected the Dungeon Master / GM. Most Dungeon Masters / Game Masters became wrapped up with work, issues at home ("Honey you are spending way too much time on that game!"), and health issues. We even had one of our former Game Masters die in hospital. While there he was still trying to keep up the game but could not - what a soldier, may he rest in peace.

Therefore, without a consistent committed Dungeon Master / GM the game falls flat as mentioned in many of my videos for ROK II. This over reliance on a Member Dungeon Master / GM to conduct a role-playing game here has been a consistent weakness. That is why in 2016 we started working on ROK II to replace the Text Role-playing Game Creator. ROK II and the engine that will soon come will be the new and only system of play here.

As such we are phasing out the current system to encourage an automated one so people can simply role-play without having to wonder how to play, varying rules, consistency, if the Dungeon Master / GM will be active, etc. There will be just one custom system that will enable Players to come and go as they please without having to conform to any one Game, method or Role-playing Game system. Current Role-playing Games using the Text Role-playing Game creator will be allowed to continue until their Campaigns are completed, then they will be locked.

Threads related to the Text Role-playing Game Creator about methods of being a Dungeon Master / GM will be locked to avoid confusion with the upcoming system.

More about how the new system will work will be Discussed here: Ruler of Kings 2 Text Role-playing Game General Discussion and in future Role-playing Game Newsletters as the new open system rolls out. Those looking for new games or to create a Character can start here: ROK II Start & Rules.

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