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Chuul 5e: Pincers, Paralysis and the 2024 Chuul
A chuul is a CR 4 Large Aberration with AC 16, 93 hit points (76 in 2024), two pincer attacks with 10-foot reach that grapple, and tentacles that paralyze whatever it's holding. That combo is the whole monster: grab, paralyze, then crush a target that can't move and takes automatic critical hits. It's amphibious, immune to poison, and senses magic within 120 feet, so it finds the party's wizard first. The 2024 version has fewer hit points and weaker pincers but uses its tentacles every turn.
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Chuul Stat Block (2014)
Chuul
Large aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10+33)
Speed 30 ft., swim 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (β3)
WIS
11 (+0)
CHA
5 (β3)
Skills Perception +4
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can't speak
Challenge 4 (XP 1,100; PB +2)
Traits
Amphibious.The chuul can breathe air and water.
Sense Magic.The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Actions
Multiattack.The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer.Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
Tentacles.One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
Each Pincer is +6, 10-foot reach, 11 (2d6 + 4) bludgeoning, and grapples a Large or smaller target (escape DC 14) as long as the chuul isn't already holding two other creatures. Its Multiattack is two pincers, plus one use of its Tentacles if it's grappling someone: a DC 13 Constitution save or the target is poisoned for 1 minute and paralyzed for as long as the poison lasts, repeating the save at the end of each of its turns. Note the order: the 2014 tentacles can only be used on someone already grappled, so the pincers have to land first.
The Chuul in the 2024 Rules
Chuul
Large Aberration, Chaotic Evil
Armor Class 16
Initiative +0 (10)
Hit Points 76 (9d10 + 27)
Speed 30 ft., swim 30 ft.
STR
19 (+4)save +4
DEX
10 (+0)save +0
CON
16 (+3)save +3
INT
5 (β3)save β3
WIS
11 (+0)save +0
CHA
5 (β3)save β3
Skills Perception +4
Immunities poison; Poisoned
Senses Darkvision 60 ft.; Passive Perception 14
Languages Understands Deep Speech but canβt speak
Challenge 4 (XP 1,100; PB +2)
Traits
Amphibious.The chuul can breathe air and water.
Sense Magic.The chuul senses magic within 120 feet of itself. This trait otherwise works like the Detect Magic spell but isnβt itself magical.
Actions
Multiattack.The chuul makes two Pincer attacks and uses Paralyzing Tentacles.
Pincer.Melee Attack Roll: +6, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.
Paralyzing Tentacles.Constitution Saving Throw: DC 13, one creature Grappled by the chuul. Failure: The target has the Poisoned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While Poisoned, the target has the Paralyzed condition.
Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
2014 Chuul
2024 Chuul
HP
93 (11d10 + 33)
76 (9d10 + 27)
Pincer damage
11 (2d6 + 4)
9 (1d10 + 4)
Grapple limit
Not if already grappling two others
"From one of two pincers"
Tentacles
Only if grappling; DC 13 Con
Part of every Multiattack, renamed Paralyzing Tentacles; DC 13 Con, still needs a grappled target
Paralysis length
Until the target saves, 1 minute at most
Until the target saves; the save succeeds automatically after 1 minute
AC 16, CR 4, 1,100 XP, Sense Magic and the poison immunities are unchanged. The 2024 version is easier to kill (17 fewer HP) and deals 2 less per pincer, but it reads more cleanly: two pincers, then tentacles on anyone held. One 2024 wrinkle: under the SRD 5.2.1 grappling rules, a pincer that is holding someone can't attack a different creature until it lets go, so a chuul holding two victims attacks only them.
How Chuuls Fight
Grab from 10 feet. The pincers reach 10 feet, so the chuul grabs the character standing behind the fighter. Against AC 16, a +6 hits on a 10 or higher, 55% of the time. Two pincers per turn mean a grapple most turns.
Then paralyze. The tentacles need no attack roll. A character with Constitution +2 and no save proficiency fails DC 13 on a 10 or lower: a coin flip every turn they're held. A paralyzed character is incapacitated and can't spend an action to escape the grapple.
Then crush. Attacks against a paralyzed creature have advantage, and any hit from within 5 feet is a critical hit. A chuul that grabbed from 10 feet away steps up next to its paralyzed victim first. Two pincers with advantage hit about 80% of the time against AC 16:
Against a paralyzed target, from 5 feet
2014
2024
Critical pincer
18 (4d6 + 4)
15 (2d10 + 4)
Two pincers, expected
about 29
about 24
That's enough to drop a level 4 or 5 spellcaster in one turn.
Sense Magic picks the target. It senses magic within 120 feet as if using Detect Magic, but the trait isn't itself magical, so dispelling and antimagic don't stop it. Run it as a hunter of magic: it goes for the caster concentrating on a spell or the character with the glowing sword.
Use water. Amphibious, with 30 feet of swimming. A chuul that drags a paralyzed victim under a lake's surface is a problem the party has to solve this round.
Running a Chuul Encounter
One chuul (1,100 XP) is Moderate for four level 4 characters under the 2024 budget: just over Low (1,000), well under Moderate (1,500). Two chuuls (2,200 XP) are above High (2,000) for that party and Moderate for four level 5 characters (Low 2,000, Moderate 3,000). Three (3,300 XP) are High for level 5 (High tops out at 4,400).
The 2014 guidelines in our encounter calculator rate one chuul as Medium for four level 4 characters.
Pair a chuul with a waterway, a flooded ruin or a bigger aquatic boss like an aboleth as a DM's choice. One chuul plus underwater terrain feels harder than the XP says.
How Players Beat a Chuul
β’Kill it or stay out of 10 feet. It has no ranged attack and only 30 feet of speed on land. Ranged characters 40 feet away are safe.
β’Free the grappled ally fast. A grappled creature escapes with Strength (Athletics) or Dexterity (Acrobatics) against DC 14. In both editions the grapple also ends if the target ends up beyond the chuul's reach: a Thunderwave that pushes the chuul 10 feet away from an adjacent victim does it.
β’End the poison. The paralysis lasts only while the target is poisoned, so ending the Poisoned condition with Lesser Restoration ends both. Protection from Poison and a dwarf's Dwarven Resilience give advantage on the saves.
β’Protection from Evil and Good. Chuuls are Aberrations, so a protected creature imposes disadvantage on their attacks.
β’Target Intelligence or Charisma. Both saves are β3. Hold Person won't work (it's not a Humanoid), but Hold Monster does.
Chuul Encounter Ideas
The treasury pool. A drowned shrine's offering pool holds centuries of coins and one magic ring. A chuul sleeps under the coins. The ring's magic draws it out the moment a character with a magic item comes within 120 feet.
The wizard's moat. A dead wizard's tower has a moat with a chuul in it, released when the drawbridge was raised. It ignores the barbarian and goes straight for the arcanist reading the door's wards.
The trade. A lizardfolk village has lost three hunters to a chuul in the reeds. They'll guide the party through the swamp if the party kills it.
Frequently Asked Questions
What CR is a chuul in 5e?
CR 4, worth 1,100 XP, in both the 2014 and 2024 rules.
How does the chuul's paralysis work?
The tentacles affect one creature the chuul is grappling. It makes a DC 13 Constitution save or is poisoned, and while poisoned it is paralyzed. It repeats the save at the end of each of its turns. Either way it lasts 1 minute at most: the 2014 poison has a 1-minute duration, and in 2024 the save succeeds automatically after 1 minute.
How many creatures can a chuul grapple?
Two. The 2014 pincer can't grapple if the chuul already has two other creatures grappled. The 2024 pincer grapples "from one of two pincers."
Is a chuul immune to poison?
Yes. It is immune to poison damage and the poisoned condition in both editions.
What does Sense Magic do?
The chuul senses magic within 120 feet. The trait works like the Detect Magic spell, but it isn't magical itself.
Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.