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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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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