17 (natural armor)
117 (18d8+36)
walk 30 ft.
Wis +8, Cha +4
Arcana +4, Medicine +8, Nature +4, Survival +8
Aquan, Common, Draconic
6
Krull can hold his breath for 1 hour.
Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
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: • Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy • 1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of sickness • 2nd level (3 slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon • 3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch • 4th level (3 slots): banishment, blight, death ward, divination, locate creature • 5th level (2 slots): antilife shell, cloudkill, contagion, greater restoration • 6th level (1 slots): create undead, true seeing • 7th level (1 slots): divine word, regenerate
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.