Shocking Bloody Skeleton Chuul
CR 7
XP 3,200
CE Large aberration (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 15, touch 13, flat-footed 13 (+4 Dex, +2 natural, –1 size)
HP 75 (10d8+20 cha, +10 desecrate)
DR 5/Bludgeoning
Fast healing 5
Fort +4, Ref +7, Will +7
+4 channel resist
Immune poison, electricity
OFFENSE
Speed 30 ft., swim 20 ft
Melee 2 claws +13 (2d6+7+1d6 electricity plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d6+7), paralytic tentacles
STATISTICS
Str 25, Dex 18, Con -, Int -, Wis 10, Cha 14
Base Atk +7/+2; CMB +14 (+18 grapple); CMD 29 (33 vs. trip)
Feats
Skills: none
SQ amphibious
SPECIAL ABILITIES
Paralytic Tentacles (Ex) A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 16 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution (charisma) -based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles.
Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Fiery Aura (Ex) Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (Su) A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) halves this damage.