{"name":"Pelgrave Chuul","cr":"4","types":"Aberration","size":"Large","languages":"Understands Deep Speech but can't speak","alignment":"Chaotic Evil","description":"These crustacean looking monsters are relics of a time long gone, once created by an ancient empire they now roam the depths of water freely, similarly to animals. Their innate sense of magic drives them in the direction of ships carrying magical cargo, only to drag away into the deep beyond the crews of such ships; drowning them to later devour them.","suggestedenvironment":"The warm waters of the Pelgrave Tides is where these lone aberrations reside, unlike their counter-parts these hardened 'evolutions' don't hide in the deep waters. Instead they prefer shallow coasts and waters where they can quickly catch their prey.\r\n\r\nCommonly found along the waters of Port Drang and the Cay of Silver.","ac":"16","hitpoints":"46hp (Witcher Style), 93hp (11d10 + 33) [roll:11d10+33]","strength":"19","dexterity":"10","constitution":"16","intelligence":"5","wisdom":"11","charisma":"5","movement":"30","fly":"","hover":"","burrow":"","swim":"30","climb":"","senses":"Darkvision 15 ft., Passive Perception 14","skills":"Perception +4","savingthrows":"","damagevulnerabilities":"Piercing","damageresistances":"Bludgeoning, Cold, Fire, Force","damageimmunities":"Acid, Poison","conditionimmunities":"Poisoned","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[i][b]Lures.[\/b] [\/i]The Pelgrave Chuul always prioritize going towards the strongest magical aura around them, considering they are nearly blind aside from [i]Sense Magic [\/i]ability. The first time the Pelgrave Chuul is struck against the belly of its carapace with damage it doesn't resist or is immune to will leave it [u][i]stunned[\/i][\/u] until the end of its next turn. Casting [i]Dispel Magic [\/i]on the Pelgrave Chuul disables its [i]Sense Magic [\/i]ability, leaving it [u][i]blinded[\/i][\/u] for the duration of the spell.\r\n\r\n[i][b]Amphibious.[\/b][\/i] The Pelgrave Chuul can breathe air and water.\r\n\r\n[b][i]Sense Magic.[\/i][\/b] The Pelgrave Chuul senses magic within 120 feet of it at will. This trait works like the [u][i]detect magic[\/i][\/u] spell.","actions":"[i][b]Multiattack.[\/b] [\/i]The Pelgrave Chuul makes two pincer attacks. If the Pelgrave Chuul is grappling a creature, the Pelgrave Chuul can also use its tentacles once. \r\n\r\n[i][b]Pincer. [\/b]Melee Weapon Attack: [\/i]+6 to hit, reach 10 ft., one target. [i]Hit: [\/i]11 (2d6 +4) [roll:2d6+4] bludgeoning damage. The target is grappled (escape DC 14) if its a Large or smaller creature and the Pelgrave Chuul doesn't have two other creatures [u]grappled[\/u].\r\n\r\n[i][b]Tentacles.[\/b] [\/i]One creature [u]grappled[\/u] by the Pelgrave Chuul must succeed on a DC 13 Constitution saving throw or be [u]poisoned [\/u]for 1 minute. Until this poison ends, the target is [u]paralyzed[\/u]. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"[i]Aberration (arcana), DC (all items) 10, DC (half items) 5.[\/i]\r\n\r\n[b]1 Chuul Carapace. [\/b]Acts as a shield. Can be carefully crafted* (Smith's tools) into Scale Mail that glows with dim light when within 60 feet of a magic item.\r\n[br]\r\n[b]1 Chuul Tentacle. [\/b]Acts as a whip. On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for one minute. Until this condition ends, the target is paralyzed. The target can repeat the saving throw at the end of each of their turns to end the effect. On a success, the target is immune to the poison for 1 hour.\r\n[br]\r\n2 [b]Chuul Pincers. [\/b]Acts as a shortsword. 2 pincers can be mastercrafted* (Smith's tools) into a greatsword that glows when within 60 feet of a magic item.\r\n[hr][i]Carefully Crafted. [\/i]A PC or NPC must spend a number of hours equal to two times the creature's CR using the listed tools to create the new object. The crafter must be proficient in the listed tools or be a wizard studyin the listed school of magic. NPC's may charge gold for their services.\r\n\r\n[i]Mastercraft. [\/i]Must be created by a PC or NPC who has dedicated themselves to the use of a particular tool or school of magic. For Wizard PCs, this means at least level 11. The crafter must spend a number of hours equal to 6-10 times the creature's CR using the listed tools to create the new object. NPC's may charge gold for their services.\r\n","tags":"","isShared":"on","templateId":"21","blockId":"299393"}