b'Chuul Warrior \n'b'  Family:   Chuul  \n'b'  Large   aberration  (brutal),  any neutral alignment or unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  93 (11d10 + 33);  Wound Threshold  23  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 19 (+4) DEX:  10 (+0)  CON:  16 (+3)  INT:  5 (-3)  WIS:  11 (+0)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception * +4  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  14  Languages  Deep Speech  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The chuul warrior can breathe air and water. \n'b'  Sense Magic . The chuul warrior senses magic within 120 feet of it at will. This trait otherwise works like the  detect magic  spell but isn\xe2\x80\x99t itself magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The chuul warrior makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. \n'b'  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\xe2\x80\x99t have two other creatures  grappled . \n'b'  Tentacles . One creature  grappled  by the chuul warrior 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. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The chuul warrior can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The chuul warrior regains spent legendary actions at the start of its turn. A chuul with these legendary actions has its CR increased from 4 to 5. \n'b'\n'b'  Crush . The chuul inflicts 4 (1d8) bludgeoning damage to a creature or object it\xe2\x80\x99s grappling. \n'b'  Reject Magic . The chuul gains either  damage resistance  or advantage on the saving throw against the next magical effect targeting it (chosen by the chuul warrior when it\xe2\x80\x99s targeted by a magical effect). \n'b'  Rip Away (Costs 2 Actions) . The chuul warrior can only use this legendary action if it doesn\xe2\x80\x99t have two creatures  grappled . The chuul targets a creature within 10 feet, which must make a DC 14  Strength  or  Dexterity  (chosen by the target) saving throw, getting an object in their hand ripped away on a failed save. The chuul may choose to either hold the object or immediately toss it to a point within 20 feet. \n'b'\n'b' ABOUT \n'b' This aberration is designed to protect the chuul communities and aboleths\xe2\x80\x99 schemes. Its massive pincers are able to crush an opponent who will also have the chuul\xe2\x80\x99s entangling tentacles to contend with.'