columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary"
name: "Chuul"
level: "Creature 7"
 
alignment: ""
size: "Large"
trait_01: [[aberration]]
trait_02: [[amphibious]]
trait_03: [[chaotic]]
trait_04: [[evil]]
modifier: 15
perception:
  - name: "Perception"
    desc: "+15; Darkvision, Tremorsense (Imprecise) 30 Feet"
languages: "Aklo, Common; (or sakvroth for darklands variants)"
skills:
  - name: "Skills"
    desc: "Athletics: +17, Nature: +13, Stealth: +14, Survival: +13"
abilityMods: [6, 3, 4, 0, 2, -1]
speed: 30 feet,  swim 25 feet
sourcebook: "_Pathfinder Bestiary_"
ac: 28
armorclass:
  - name: AC
    desc: "28; __Fort__ +18, __Ref__ +15, __Will__ +12"
hp: 100
health:
  - name: ""
  - name: HP
    desc: "100; __Immunities__  poison"
abilities_top:
  - name: ""
 
  - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
    desc: "  Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
 
abilities_mid:
  - name: ""
  - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
    desc: "`pf2:r`  **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Claws"
    desc: "+19 (reach 10 feet)\n__Damage__  2d8 + 9 bludgeoning plus grab"
 
  - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
    desc: "`pf2:1`  1d8+9 bludgeoning damage, DC 25 Fortitude check save ([[Conditions/Grabbed|Grabbed]] by claws only)\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
 
  - name: "Mandibles"
    desc: "`pf2:1`  **Requirements** A creature is [[Conditions/Grabbed|Grabbed]] and [[Conditions/Paralyzed|Paralyzed]] by the chuul's tentacles.\n* * *\n\n**Effect** The creature takes 3d6 piercing damage."
 
  - name: "Paralytic Venom"
    desc: " (incapacitation,poison) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Paralyzed|Paralyzed]] (1 round)"
 
  - name: "Tentacle Transfer"
    desc: "`pf2:1`  **Requirements** The chuul has a creature [[Conditions/Grabbed|Grabbed]].\n* * *\n\n**Effect** The chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. A creature is exposed to the chuul's paralytic venom when transferred into the tentacles and at the start of each of the chuul's turns if it remains grabbed by the tentacles."
 
  - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
    desc: "`pf2:1`  **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
 
name: Chuul
creatures:
  - 1: Chuul

Also known as chu’ulothis, these large, armor-plated, crustacean predators lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey with their massive claws before paralyzing them with their tentacles. At that point, they begin to feed, eating their quarry alive.

Chuuls can live in fresh or saltwater, and indeed are found in aquatic environs the world over-even in the subterranean oceans and lakes of the Darklands. While chuuls are good swimmers, they prefer terrestrial prey. Their preferred method of hunting is by lunging out of the water, paralyzing their victims with their poison-coated tentacles, then gleefully dragging their twitching food into the water to drown if they cannot simply eat such morsels alive. Chuuls that dwell aboveground prefer to dine on lizardfolk, while those swimming the subterranean lakes of the Darklands readily eat anything but xulgaths, whose flavor and stink they find off-putting.

Chuuls are capable of speech and reason, but these creatures rarely speak with those outside their species except to taunt their food. Before it begins consuming its prey, a chuul often speaks in a gurgling, nearly incomprehensible dialect about how it will enjoy feasting on the creature’s flesh. Perhaps chuuls believe that insults and degradation lead to more tender and tastier food, but the truth will likely never be known; almost all chuuls stubbornly refuse any meaningful conversation, even when imprisoned and compelled by treats or pain.

It is unknown if a chuul society exists beyond their frenzied mating season. Chuuls’ intellects seem devoted only toward eating, causing psychological pain to sentient creatures, decorating their lairs with mementos of their favorite meals and victories, and breeding.