18 (natural armor)
65 (10d8+20)
walk 30 ft., climb 30 ft., fly 40 ft.
Con +4, Wis +4
Insight +4, Nature +3, Religion +3
darkvision 60 ft.
Common, Kraul
4
When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn't incapacitated.
The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.
The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated.
The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The kraul's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components: • At will: chill touch, poison spray • 3/Day each: ray of enfeeblement, ray of sickness • 1/Day each: animate dead, blight, vampiric touch
The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.