Chuul (CR 7)

Large Aberration (Aquatic)
Alignment: Usually chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +11, and Spot +11


AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Hit Dice: 11d8+44 (93 hp)
Fort +7, Ref +6, Will +9
Speed: 30 ft., swim 20 ft.
Space: 10 ft./5 ft.
Base Attack +8; Grapple +17
Attack: Claw +12 melee
Full Attack: 2 claws +12 melee
Damage: Claw 2d6+5
Special Attacks/Actions: Constrict 3d6+5, Improved grab, paralytic tentacles
Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
Special Qualities: Amphibious, immunity to poison
Feats: Alertness; Blind-fight; Combat Reflexes; Improved Initiative
Skills: Hide +13, Listen +11, Spot +11, and Swim +13
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Climate/Terrain: Temperate marsh
Organization: Solitary or pack (2-5)
Treasure: 1/10th coins; 50% goods; standard items

Source: Monster Manual

Combat

A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise.

A chuul facing multiple opponents grabs with its claws and crushes its foes, then passes one opponent to its tentacles. It tries to always have one claw free, so if it faces a great number of opponents, it drops paralyzed or dead victims without eating them and continues, grabbing, crushing, and paralyzing the rest.

Improved Grab (Ex): To use this ability, the chuul must hit with a claw attack.

Squeeze (Ex): A chuul that gets a hold automatically deals claw damage, with an additional 1d6 points of bludgeoning damage from the crushing force, each round the hold is maintained.

Paralysis (Ex): The chuul can transfer grabbed victims from a claw to its tentacles as a partial action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Those held in the tentacles must succeed at a Fortitude save (DC 19) or be paralyzed for 6 rounds.

While held in the tentacles, paralyzed or not, the victim automatically takes 1d8+2 points of damage each round from the creature's mandibles.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.