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Krull

Medium humanoid (tortle), Lawful Evil

Armor Class 17 (natural armor)

Hit Points 117 (18d8 + 36)

Speed 30 ft.

STR 20 (+5)
DEX 14 (+2)
CON 15 (+2)
INT 12 (+1)
WIS 20 (+5)
CHA 12 (+1)

Saving Throws WIS +8, CHA +4

Skills Arcana +4, Medicine +8, Nature +4, Survival +8

Senses passive Perception 15

Languages Aquan, Common, Draconic

Challenge 6

Hold Breath. Krull can hold his breath for 1 hour.

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

Actions

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.

Source

BGDIA, p. 110