Trek
Hold Breath
Krull can hold his breath for 1 hour.
Inescapable Destruction
Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.
Trolldomskasting
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:
chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy
cure wounds, detect evil and good, false life, inflict wounds, ray of sickness
blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon
animate dead, magic circle, speak with dead, spirit guardians, vampiric touch
banishment, blight, death ward, divination, locate creature
antilife shell, cloudkill, contagion, greater restoration
Handlinger
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.