KING
Chuul

Chuul

Aberration · no Crown (Mundane)

T3d8Minor

Crustacean aberrations guarding forbidden waters, chuuls grasp prey with pincer claws and inject paralytic toxins, dragging victims to hidden lairs.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense16--
Heart12--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Amphibious Hunter

Breathes air and water; smells magic within 120 ft and stalks its bearers first.

Passive

Armored Carapace

Resistant to damage from non-magical weapons.

Maneuvers

Maneuver

Pincer Grab

On a hit with its pincers the target is also grabbed. The chuul can move at half speed, dragging grabbed prey with it.

Maneuver

Paralytic Tentacles

Tentacles rasp over one grabbed creature: Body save (DC 15) or stunned 1 round by numbing venom; on a success, 1 Vigor damage.

Tactics

GM tactics

Lurks in shallow water. Grabs spellcasters first (senses their magic). Drags victims into deep water to drown while paralyzed. Flees to water if badly wounded.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.