Lures. The Pelgrave Chuul always prioritize going towards the strongest magical aura around them, considering they are nearly blind aside from Sense Magic ability. The first time the Pelgrave Chuul is struck against the belly of its carapace with damage it doesn't resist or is immune to will leave it stunned until the end of its next turn. Casting Dispel Magic on the Pelgrave Chuul disables its Sense Magic ability, leaving it blinded for the duration of the spell. Amphibious. The Pelgrave Chuul can breathe air and water. Sense Magic. The Pelgrave Chuul senses magic within 120 feet of it at will. This trait works like the detect magic spell.
Multiattack. The Pelgrave Chuul makes two pincer attacks. If the Pelgrave Chuul is grappling a creature, the Pelgrave Chuul can also use its tentacles once. Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 +4) 2d6+4 bludgeoning damage. The target is grappled (escape DC 14) if its a Large or smaller creature and the Pelgrave Chuul doesn't have two other creatures grappled. Tentacles. One creature grappled by the Pelgrave Chuul 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.
These crustacean looking monsters are relics of a time long gone, once created by an ancient empire they now roam the depths of water freely, similarly to animals. Their innate sense of magic drives them in the direction of ships carrying magical cargo, only to drag away into the deep beyond the crews of such ships; drowning them to later devour them.
The warm waters of the Pelgrave Tides is where these lone aberrations reside, unlike their counter-parts these hardened 'evolutions' don't hide in the deep waters. Instead they prefer shallow coasts and waters where they can quickly catch their prey. Commonly found along the waters of Port Drang and the Cay of Silver.