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Merkmale

Hold Breath

Krull can hold his breath for 1 hour.

Inescapable Destruction

Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.

Zauberwirken

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:

Cantrips (at will):

chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy

Level 1 (4 slots):

cure wounds, detect evil and good, false life, inflict wounds, ray of sickness

Level 2 (3 slots):

blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon

Level 3 (3 slots):

animate dead, magic circle, speak with dead, spirit guardians, vampiric touch

Level 4 (3 slots):

banishment, blight, death ward, divination, locate creature

Level 5 (2 slots):

antilife shell, cloudkill, contagion, greater restoration

Level 6 (1 slots):

create undead, true seeing

Level 7 (1 slots):

divine word, regenerate

Aktionen

Claws

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

+1 Maul

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage.

Shell Defense

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.