Medium Humanoid (Dragonborn, Lizardfolk), Chaotic Evil
Armor Class 10 Thick Scales
Hit Points 40 (2d20)
Speed
STR
17 (+3)
DEX
8 (-1)
CON
10 (+0)
INT
14 (+2)
WIS
9 (-1)
CHA
3 (-4)
Damage Vulnerabilities Cold, Psychic, Radiant
Damage Resistances Acid, Damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)
Damage Immunities Bludgeoning, Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision, Passive Perception 12
Languages Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Actions

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. 

Reactions

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)

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

Monster Tags: Demon

Habitat: UnderdarkUrban

Arjhan_DnD

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