Plain Chuchu (5e Creature)

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Plain Chuchu[edit]

Medium ooze, unaligned


Armor Class 8
Hit Points 65 (10d8 + 20)
Speed 20 ft.


STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 14 (+2) 1 (-5) 9 (-1) 8 (-1)

Damage Resistances acid, piercing
Condition Immunities charmed, exhaustion, frightened, prone
Senses darkvision 60 ft., tremorsense 10 ft., passive Perception 9
Languages
Challenge 1/2 (100 XP)


Amorphous. The chuchu can move through a space as narrow as 1 inch wide without squeezing.

ACTIONS

Slam. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 7 (1d12 + 1) bludgeoning damage.

Swallow. Melee Weapon Attack. +3 to hit, reach 5 ft., one creature at least one size category smaller than the chuchu. Hit: The target is grappled (escape DC 14), and restrained for the duration of the grapple. While the target is grappled, at the beginning of each of the chuchu's turn the target takes 9 (2d8) acid damage.

Withdraw. The chuchu reduces itself to a formless puddle on the ground, and remains as such until the start of its next turn. While withdrawn, the chuchu is incapacitated; it has immunity to nonmagical bludgeoning, piercing, and slashing damage; and it has resistance to magical bludgeoning, piercing, and slashing damage.


Plain chuchus are distinguished from more abundant "true chuchus" by their inability to absorb heat, cold, or electricity. A plain chuchu can often bear coloration and shape of their more evolved counterparts, making the distinction difficult to all but the most knowledgeable of hunters. Plain chuchus often intermingle with true chuchus for herd-like protection, but are generally found in fewer locations and do not inhabit some extreme environments of their relatives.

Fusing with True Chuchus. A true chuchu and plain chuchu can merge, but the resulting larger chuchu takes after the plain chuchu. The true chuchu usually regains its elemental capabilities if it separates.

Chu Nature. The chuchu doesn't require air or sleep.


Variant: Small Chuchu[edit]

This variant has a Challenge Rating of 1/8 (25 XP). A small chuchu is Small and only has 5 hit dice. Its hit point maximum is 27. Its actions inflict half normal damage.

As an action, two adjacent small chuchus can fuse into a chuchu. As a reaction, a chuchu can split into two small chuchus, both of which act on the original chuchu's initiative. The current hit points is split between all chuchus involved in fusion or fission. Splitting causes both created creatures to have half the hit points of the original. Fusing causes the resulting creature to have the summed hit points of both original creatures, but never more than its hit point maximum.

Variant: Big Chuchu[edit]

This variant has a Challenge Rating of 3 (700 XP). A big chuchu is Large and has 20 hit dice. Its hit point maximum is 150. Its actions inflict double normal damage.

As an action, two adjacent chuchus can fuse into a big chuchu. As a reaction, a big chuchu can split into two chuchus, both of which act on the big chuchu's initiative. The current hit points is split between all chuchus involved in fusion or fission. Splitting causes both created creatures to have half the hit points of the original. Fusing causes the resulting creature to have the summed hit points of both original creatures, but never more than its hit point maximum.

Variant: Helmet Chuchu[edit]

A few plain chuchus possess the ability to absorb rocks from their environment, fuse them together inside their gelatinous bodies, and then "wear" the rocks as armor-like helms. This variant has a Challenge Rating of 3 (700 XP).

If a helmet chuchu fuses with another chuchu, splits into small chuchus, uses its Withdraw action, uses its Swallow attack, or uses its Amorphous trait, it discards its helmet and thus becomes a plain chuchu. A helmet chuchu can regrow its helmet by completing a long rest in any rocky or sandy environment.

While helmed, the chuchu has an AC of 14, and it resists damage from slashing attacks. Its slam attack improves as follows:

Slam. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 14 (2d12 + 1) bludgeoning damage.

Multiple Chuchus and Experience Points[edit]

When determining the amount of experience gained from defeating chuchus that have fused or split, calculate the experience points based on the greatest forms the chuchus took.

See also[edit]

  • Chuchu (5e Creature) - A more evolved chuchu, or "true chuchu," that can charge its body with heat, cold, or lightning.
  • Zol (5e Creature) - Considered by some to be a type of chuchu, this ooze can split and merge in a similar manner.
  • Dark Chuchu (5e Creature) - A variant of chuchu that lacks elemental cloaks, and is vulnerable to radiance, but is particularly strong.



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