Kilkorn Vestige (5e Creature)

From D&D Wiki

Jump to: navigation, search

Kilkorn Vestige[edit]

Large fiend (kilkorn), lawful evil


Armor Class 16 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 15 (+2) 18 (+4) 15 (+2)

Saving Throws Str +11, Wis +9
Skills Perception +9, Survival +9
Proficiency Bonus +5
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Infernal, Kilkorn, Undercommon
Challenge 13 (10,000 XP)


Innate Spellcasting. The kilkorn's innate spellcasting ability is Wisdom (spell save DC 15, +7 to spell attacks). The kilkorn can cast the following spells innately, requiring no material components:

At will: fire bolt, darkness, spider climb
3/day each: fear, scorching ray

Magic Resistance. The kilkorn has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the kilkorn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The kilkorn makes three attacks: one with its horns and two with its claws. It can make a tail attack in place of its two claw attacks.

Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage and if the target is a creature, it must make a DC 16 Constitution saving throw. On a failed save, a creature takes 7 (2d6) poison damage and is poisoned for 5 minutes. On a successful save, a creature takes half as much damage and isn't poisoned. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.


When a foulblood kilkorn dies in the process of becoming an overlord, an existing overlord or powerful devil might give it a fiendish reprieve at life as a kilkorn vestige. Kilkorn vestiges are more bestial than humanoid, but they retain all the memories of their former existence, so the foe that makes the mistake of thinking that a kilkorn vestige is any lesser than its living counterparts learns of its error quickly and painfully.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: