Foulblood Kilkorn (5e Creature)

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Foulblood Kilkorn[edit]

Large humanoid (kilkorn), lawful evil

Armor Class 15 (natural armour)
Hit Points 168 (16d10 + 80)
Speed 30 ft., fly 30 ft.

22 (+6) 16 (+3) 20 (+5) 15 (+2) 18 (+4) 15 (+2)

Saving Throws Str +9, Wis +7
Skills Perception +7, Survival +7
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 60 ft., passive Perception 17
Languages Infernal, Kilkorn, Undercommon
Challenge 12 (8,400 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.


Multiattack. The kilkorn makes two melee attacks, only one of which may be with its tail.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

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.

Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

The foulblood kilkorn are kilkorn with fiendish magic flowing through their veins. Their skin is black as pitch, their eyes are pure green, and their horns are much larger than normal kilkorn, and they have long tails that they use to knock their foes to the ground. It is thought that for every foulblood kilkorn, there are fifty or more normal kilkorn. They use their cunning to lead other kilkorn into battle, and they are rarely encountered alone. They aspire to become overlords through fiendish rituals, though most do not survive the process.

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