Blade Maul. Kull creates plasma-like blades from his knuckles on each hand, then repeatedly slashes you.
Action Melee Attack. Melee Weapon Attack: +2 to hit, reach 1 ft., 1 target. Hit: 12 (2d6) slashing damage.
Primal Feast. Kull leaps forward with great distance, and bites your neck; driving you downward in the process.
Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 9 ft., 1 target. Hit: 12 (2d6) piercing damage.
Grand Sledgehammer. Kull leaps into the air with great height, and slams down on your head with both fists together.
Action Melee Attack. Melee Weapon Attack: +0 to hit, reach 6 ft., 1 target. Hit: 14 (1d12 + 2) bludgeoning damage.
Increasing Spite. After Kull takes a hit, he has a chance to release an angered roar, disorienting all players within a 12 ft radius (roll a d12 to determine whether or not this happens. Rolling a 6 or above puts this reaction into play, 5 or below does not trigger this reaction)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Kull, is a Dragonborn and Lizardfolk hybrid. But he was actually made this way, he's a demon who has the constant urge to kill for sport.
He has a constant sinister smile that never ceases. Even in moments of anger, his eyes would show the expression of anger but his mouth would never leave the sinister expression. With a dark grey-green coloration on his scales, Kull not only possesses great latent power but also the ability to form pink plasma blades from his knuckles; able to cut through the strongest of materials.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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