Krull

==Summary==
Krull was a tortle death cleric of Tiamat. The death-priest conducted numerous experiments in Arkhan's Tower in Avernus in an attempt to control the Hand of Vecna wielded by Arkhan. He was interested in obtaining artifacts and creatures that might help with his experiments, such as an orb of dragonkind or a unicorn. Krull had his entire shell carved with runes of prayers to Tiamat in Draconic.
==Powers and Stats==
Tier: 
Name: Krull
Origin: Dungeons and Dragons
Gender: Male
Age: Unknown
Classification: Tortle, Death Cleric of Tiamat
Powers and Abilities: Superhuman Physical Characteristics, Enhanced Senses (, .), Weapon Mastery (As a Cleric Krull is , as well as martial weapons such as Nets, Blowguns, Longbows, Axes, Flail, Polearms, Swords, Lances, Hammers, Tridents, Picks, and Whips), Natural Weaponry (Claws, Beak), Magic, Non-Physical Interaction (Can affect incorporeal, intangible, abstract, and conceptual creatures), Holy Manipulation, Subjective Reality (Capable of divine magic, which creates magical effects purely through faith and belief), Soul Manipulation (Soul Coins can be used to drain enemies of part of their souls to empower the userBaldur's Gate: Descent into Avernus page 226), Healing (Via Potions of Healing, Cure Wounds, Vampiric Touch, False Life, and Regenerate), Limited Dimensional Travel (), Soul Manipulation and Death Manipulation (Able to deal Necrotic damage with his , as well as Touch of Death, Divine Strike, Chill Touch, Inflict Wounds, Spirit Guardians, Vampiric Touch, Blight, and Divine Word), Necromancy, Energy Manipulation (Able to channel divine energy to fuel magical effects), Mind Manipulation (Via Turn Undead), Deconstruction (Via Destroy Undead), Resistance Negation (Via Inescapable Destruction), Damage Boost (Via Divine Strike), Summoning (Via Divine Intervention and Spirit Guardians), Power Nullification (Via Chill Touch, Gentle Repose), Matter Manipulation (Via Mending), Empowerment (Via Resistance), Light Manipulation (Via Sacred Flame), Sound Manipulation (Via Thaumaturgy), Fire Manipulation (Via Thaumaturgy), Vibration Manipulation (Via Thaumaturgy), Extrasensory Perception (Via Detect Good and Evil, Locate Creature, and True Seeing), Pain Manipulation (Via Inflict Wounds), Poison Manipulation (Via Ray of Sickness, Cloudkill, and Contagion), Energy Projection (Via Ray of Sickness and Ray of Enfeeblement), Sense Manipulation (Via Blindness/Deafness, Contagion, and Divine Word), Paralysis Inducement (Via Hold Person and Divine Word), Damage Reduction (Via Ray of Enfeeblement), Weapon Creation (Via Spiritual Weapon), Life Manipulation and Absorption (Via 
Vampiric Touch), BFR (Via Banishment and Divine Word), Clairvoyance (Via Divination), Forcefield Creation (Via Magic Circle and Antilife Shell), Disease Manipulation (Via Contagion), Purification (Via Greater Restoration), Regeneration (Low-Mid Via Regenerate), Resistance to Mind Manipulation, Empathic Manipulation, Fear Manipulation, and Possession (Via Magic Circle)
Attack Potency: Small City level+ (As a , Krull is comparable to Legendary Dragons)
Speed: Hypersonic+ with High Hypersonic+ reactions (Comparable to mid-level adventurers who can dodge Call Lightning
Lifting Strength: Class 5 (Due to having a strength score of Krull is able to push and drag up to 1814 kg.)
Striking Strength: Small City level+
Durability: Small City level+
Stamina: Infinite
Range: Standard Melee Range, Interdimensional with Maul, Tens of Meters with spells
Standard Equipment: +1 Maul, 5 Potions of Healing, 2 Soul Coins
Intelligence: Above Average (Possesses an Intelligence score of )
Weaknesses: None notable
Notable Attacks/Techniques:
<tabber>
|-|Racial Skills=
*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.
|-|Class Skills=
*+1 Maul: A Melee Weapon that deals necrotic damage on-hit and, due to its status as a +1 weapon, can damage beings that exist in multiple planes of existence.
*Reaper: At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
*Channel Divinity: Beginning at the 2nd level the cleric gains the ability to channel divine energy directly from their deity, using that energy to fuel magical effects. The cleric start with two such effects: Turn Undead and an effect determined by their domain. Some domains grant the cleric additional effects as they advance in levels. When the cleric use their Channel Divinity, they choose which effect to create. The cleric must then finish a short or long rest to use their Channel Divinity again. Some Channel Divinity effects require saving throws. Beginning at 6th level, the cleric can use their Channel Divinity twice between rests, and beginning at 18th level, the cleric can use it three times between rests. When the cleric finishes a short or long rest they regain their expended uses.
**Channel Divinity: Turn Undead: As an action, the cleric presents their holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear the cleric within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the cleric as it can, and it can’t willingly move to a space within 30 feet of the cleric. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
**Channel Divinity: Touch of Death: The cleric can use Channel Divinity to destroy another creature’s life force by touch. When the cleric hits a creature with a melee attack they can use Channel Divinity to deal extra necrotic damage to the target.
*Destroy Undead: Starting at 5th level, when an undead fails its saving throw against their Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.
*Inescapable Destruction: Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.
*Divine Strike: At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases.
*Divine Intervention: Beginning at 10th level, the cleric can call on their deity to intervene on their behalf when their need is great. Imploring their deity’s aid requires the cleric to use their action, but their deity is not guaranteed to act. If their deity intervenes, the cleric can’t use this feature again for 7 days. Otherwise, the cleric can use it again after the caster finish a long rest. At 20th level, their call for intervention succeeds automatically.
|-|Spells=
</tabber>
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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