Chuul Monster Class [Archive] - Wizards Community

Post/Author/DateTimePost
Ront Iron-Roar

05-16-07, 04:11 PM
I know some of you may have seen this before and to those of you who have I apologize. I need to repost this monster class in order to refresh a dead link in my sig.

As for those who haven't seen it....enjoy.



Chuul
Strange and bizarre mixtures of crustacean, insect, and reptile. Chuuls are lethal predators that are capable of crushing most challenges in thier claws. Ending battles abrubtly with thier ability to snatch up and paralyze opponents. Though, in the rare occassion of long running battle a Chuul is quite capable of absorbing damage as much as it can dish it out. Chuuls are strong, fast, tough, and cunning. They can excel in most classes but, thier penalties to charisma penalize them greatly in addition to thier inability to wear armor. Make them difficult to approach any class where charisma is the deciding factor and find some difficult in the long run with the armor situation if they pursue a combat oriented class.

With lethal claws, paralyzing tentacles, and the ability to fight both on land and water, a Chuul is well-suited for most situations. Combined with an intellect on par with a humans they can easily turn a battle to thier favor. Chuuls are naturally strong and even at 1st level as a small-sized creature they easily can match the brute strength of an Orc and the resilience of a dwarf. With each passing level a Chuuls body grows stronger and tougher. Its claws steadily become sharper as its body grows larger and it becomes better killer. But,its ability to get those claws around opponents improves gradually. With Improved Grab at 3rd level and then its Paralytic Tentacle ability which progressively grows stronger as the Chuul matures.

Class Skills
The Chuul's class skills (and the key ability score for each skill)
are Hide (Dex), Listen(Wis), Spot(Wis), and Swim(Str).

At Small size a Chuul has a +4 size modifier to Hide checks.
At Medium size they lose this +4 size modifier.
At Large size they gain a -4 bonus to hide checks.

A Chuul as a +8 racial bonus on swim checks
to perform some special action or avoid a hazard.
It can always choose to take a 10 on swim checks
even when rushed or threatened.

At each Hit Dice a Chuul gains (2+Int Modifier).
At 1st level (2+Int Modifier x4).

Racial Traits
Starting Ability Score Adjustment: +4 Str, +2 Con, -6 Cha.
Despite thier size Chuuls are born strong and tough. But, due to thier bizarre features many find them rather unsettling and unsociable. As they progress they become stronger, more graceful, tougher, and more cunning.



Level Hit Dice BAB Fort Ref Will CR Special
1st 1d8 +0 +0 +0 +2 1 Aquatic Subtype, Amphibious, 2 Claws 1d6, +2 Natural Armor, Feat
2nd 2d8 +1 +0 +0 +3 2 +2 Dex, Constrict 1d8
3rd 3d8 +2 +1 +1 +3 2 Medium-size,+2 Con,2 Claws 1d8, Feat
4th 4d8 +3 +1 +1 +4 3 +2 Wis, Improved Grab
5th 4d8 +3 +1 +1 +4 3 +2 Str, +4 Natural Armor
6th 5d8 +3 +1 +1 +4 4 +2 Con, Paralytic Tentacles(Least)
7th 6d8 +4 +2 +2 +5 4 +6 Natural Armor,
8th 7d8 +5 +2 +2 +5 5 +2 Dex, Constrict 2d6, Feat
9th 8d8 +6/+1 +2 +2 +6 6 +2 Con, +2 Str, Paralytic Tentacle(Lesser)
10th 8d8 +6/+1 +2 +2 +6 6 +2 Wis, Large-size, 2 Claws 2d6
11th 9d8 +6/+1 +3 +3 +6 6 --
12th 10d8 +7/+2 +3 +3 +7 7 +2 Str, Paralytic Tentacles(Greater), Feat
13th 11d8 +8/+3 +3 +3 +7 7 +10 Natural Armor
14th 11d8 +8/+3 +3 +3 +7 7 +2 Dex, Constrict 3d6



Speed:20 ft. Swim 20 ft.
When a Chuul advances to Medium size their landspeed advances to 30 feet.

Aquatic Subtype: Chuuls start off with the Aquatic Subtype.

Amphibious Subtype: A Chuul can breathe and function normally on land or underwater.

Darkvision: Chuuls can see in the dark up to 60 feet. Though, this ability only allows them to see the world in black and white.

Automatic Languages: Common or Undercommon. Chuuls upon the surface speak common, while underground dwelling breeds speak the language of its fellow denizens, Undercommon. Chuuls with high intelligence scores tend to learn the languages of thier allies and enemies. They speak with a gargly and sloshy voice.


Class Features

All of the follow Class features are of Chuul monster class.

Weapon and Armor Proficiency: Chuuls are proficient with thier natural weapons only and no armor or shields.

A Chuul who later gains proficiency with armor must pay double the cost of the original price to have the armor sized to thier abnormal body shape.

Claws: A Chuul starts out with 2 Claw attacks that deals 1d6 damage each. A Chuul applies thier full strength modifier to each damage roll. With each Size increase the damage thier claw deals increases. Upon reaching Medium size thier claw deals 1d8 and at Large Size it deals 2d6. A Chuuls claws are its primary attack form.

Improved Grab(Ex): At 4th level, a Chuul gains Improved Grab.To use this ability, a Chuul must hit a creature of smaller size with a claw attack. It can then attempt to start a grapple as free action without provoking an attack of oppurtunity. If it wins the grapple check, it estabolishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.

Constrict(Ex): At 2nd level, a Chuul who has begun its turn grappling an opponent can choose to automatically deal 1d8+ strength modifier damage to the grappled victim. At 8th level the damage improves to 2d6. Then at 14th it improves to 3d6.

Paralytic Tentacles(Ex): A Chuul can transfer a grabbed opponent from its claws to its tentacles as a move action. The tentacles grapple with the same strength as the claws but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must make a Fortitude save (DC 10+half-hit dice+Constitution Modifier) or be paralyzed for a number of rounds as shown on the table below. While held in the tentacles, paralyzed or not, a victim automatically takes bite damage as listed on the table below plus half of the Chuul's strength modifier each round from the Chuul's mandibles.




Damage Duration of paralysis
Paralytic Tentacles(Least)
1d4+half-strength modifier 1 Round

Paralytic Tentacles(Lesser)
1d6+half strength modifier 3 Rounds

Paralytic Tentacles(Greater)
1d8+half strength modifier 6 Rounds
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