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Monster

Krull

Medium Humanoid · Lawful Evil

Baldur's Gate: Descent into Avernus Page 110
Armor Class 17
Hit Points 117 (18d8 + 36)
Speed Walk 30 ft.
CR 6
STR 20 +5
DEX 14 +2
CON 15 +2
INT 12 +1
WIS 20 +5
CHA 12 +1

Traits

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. 7 () Piercing damage.

+1 Maul

Melee Weapon Attack +9 to hit, reach 5 ft., one target. 13 () Bludgeoning damage plus 9 () 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 , 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.
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