Medium humanoid, lawful evil
- Armor Class
- 17 (natural armor)
- Hit Points
- 117 (18d8 + 36)
- Speed
- 30 ft.
- Challenge
- 6 (2,300 XP)
- Saving Throws
- Cha +4, Wis +8
- Skills
- Arcana +4, Nature +4, Medicine +8, Survival +8
- Senses
- passive Perception 15
- Languages
- Aquan, Common, Draconic
Traits
Krull can hold his breath for 1 hour.
Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
Actions
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage.
Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is prone, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell.
Spellcasting
Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: