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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Amphibious Hunter
Breathes air and water; smells magic within 120 ft and stalks its bearers first.
Armored Carapace
Resistant to damage from non-magical weapons.
Maneuvers
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.
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.