Zombie Chuul
Creature 7 (unique) — amphibious, mindless, undead, unholy, zombie
Pre-Remaster content. May include legacy alignment.
SnareAnvilLANDAQUATICundeadunholyzombieaquatic
Source: blood-lords-bestiary (Pre-Remaster)
Perception +11; darkvision, tremorsense (imprecise) 30 feet
Skills athletics +18, stealth +11
Str
+7
Dex
+0
Con
+6
Int
-5
Wis
+0
Cha
-1
AC 22
Fort +18
Ref +10
Will +13
HP 200 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious, mental
Weaknesses vitality 15, slashing 15
Speed 30 feet, swim 25 feet
Offense
Melee Claw (reach-10, unarmed) +18, Damage 2d12 + 12 slashing plus Grab
Abilities
Tremorsense (Imprecise) 30 feet — 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.
Slow — The zombie chuul is permanently Slowed 1 and can't use reactions.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Constrict — 1d12+7 bludgeoning damage, DC 25 Fortitude (Grabbed by claw only)
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Mandibles —
Paralytic Venom (incapacitation, poison) — Saving Throw DC 25 Fortitude
Maximum Duration 6 rounds
Stage 1 Paralyzed (1 round)
Maximum Duration 6 rounds
Stage 1 Paralyzed (1 round)
Tentacle Transfer —
Grab —
WORKS WELL WITH
CrasherLAND / AQUATICA burst striker finishes a target already Paralyzed and Grabbed before it can act again.
FlankerLAND / AQUATICA mobile skirmisher exploits the Off-Guard state of a foe locked in the claw's grip.
SniperLAND / AQUATICRanged pressure keeps landing safely while the slow, reach-based grappler occupies the front line.
PUNISHES
✖ melee reliance✖ low Fortitude saves✖ clumping within reach
Avoid pairing with another Snare; stacking lock-down control wastes actions once a target is already paralyzed and grabbed.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Zombie Chuul in the encounter builder — free, no install.
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