Kilkorn Enforcer (5e Creature)

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Kilkorn Enforcer[edit]

Medium humanoid (kilkorn), lawful evil


Armor Class 16 (chain mail)
Hit Points 102 (12d8 + 48)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Str +8
Skills Survival +5
Proficiency Bonus +3
Damage Resistances fire
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Infernal, Kilkorn, Undercommon
Challenge 7 (2,900 XP)


Brute. A melee weapon deals one extra die of its damage when the kilkorn hits with it (included in the attack).

Innate Spellcasting. The kilkorn's innate spellcasting ability is Wisdom (spell save DC 13, +5 to spell attacks). The kilkorn enforcer can cast the following spells innately, requiring no material components:

3/day: fire bolt
1/day each: darkness, spider climb

Reckless. At the start of its turn, the kilkorn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

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 two melee attacks.

Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


Kilkorn enforcers form the backbone of any significant force of kilkorn, though they rarely lead them. Armed with ferocious mauls and their own mighty horns, kilkorn enforcers tear any competition apart. A kilkorn enforcer typically answers to a kilkorn knight or a foulblood kilkorn.

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