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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.
Mandibles
Paralytic Venom (incapacitation, poison) — Saving Throw DC 25 Fortitude

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

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #182: Graveclaw.

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