Homebrew
Amphibious. The chuul can breathe air and water.
Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.
Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn’t have two other creatures grappled.
Tentacles. One creature grappled by the 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.
Grab. The creature may use its reaction to grab a creature moving out of reach to grab and restrain it. The target makes a DC12 Dexterity Save to avoid the grappling.
The creature is somewhat intelligent and will adapt its strategy to fit the fight.
Spellcaster are its primary target, although they may be confused if a person with a lot of magic items is present.