Descent into Avernus

(Nancy Kaufman) #1
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)

Saving Throws Wis +8. Cha +4

INT
12 (+l )

WIS
20 {+S)

Skills Arcana +4, Medicine +8, Nature +4, Survival +8
Senses passive Perception 15
Languages Aquan, Common, Draconic
Challenge 6 (2, 300 XP)

CHA
12 {+1)

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

Inescapable Dest ruction. Necrotic damage dealt by Krull's
spells ignores r esistance to necrotic damage.
Spel/casting. Krull is a 14th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell at·
tacks). He has the following cleric spells prepared:
Cantrips (at will): chill touch, mending, resistance, sacred flame,
spare the dying, thaumaturgy

CHAPTER 3 I AVERNUS


ARKHAN'S TOWER


HE WEARS THE HAND OF EVIL, YET HIS GOAL REMAINS

just beyond his fingertips.


- The Cartographer


When the characters arrive at this location, read or


paraphrase the following boxed text to the players:


A dark tower looms on the horizon, its black spire rising
hundreds of feet, its ramparts bristling with charred
skulls mounted on iron spikes. The tower's apex splits
into five narrower spires that jab at the sky like clawed
fingers. Circling above the tower's peak is a great white
dragon stained with ash and soot.
As you get closer to the tower, you notice figures shuf-
fling atop its ramparts-undead guards in various states
of decay.

Arkhan the Cruel has claimed this tower as his base.


Here, with the help of a tortle death-priest ofTiamat


named Krull, the dragonborn warrior researches ways
to assert his will over the artifact known as the Hand of

Vecna, so he can use its secrets to free the evil dragon


queen Tiamat from the Nine Hells. Arkban has traveled
to a nearby monument to commune with his goddess,
leaving Krull behind.
Dragons tore the obsidian rocks of Arkhan's tower

from the fiery volcanoes of Avernus. Fifty skeletons and


thirty zombies stand ready to defend the tower, which is


also guarded by the adult white dragon Obatala. When


it detects intruders, the dragon roars to alert Krull (see


1st level (4 slots): cure wounds, detect evil and good.false life,


inflict wounds, ray of sickness


2nd level (3 slots): blindness/deafness, gentle repose, hold person,

ray of enfeeblement, spiritual weapon


3rd level (3 s lots): animate dead, magic circle, speak with dead,
spirit guardians, vampiric touch
4th level {3 slots): banishment, blight, death ward, divination,
locate creature
5th level (2 slots): antilife shell, cloudkill, contagion, greater
restoration
6th level (1 slot): create undead, true seeing
7th level (1 slot): divine word, regenerate

A CTIONS
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 disad-


vantage 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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