Kilkorn Overlord (5e Creature)

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Kilkorn Overlord

Huge fiend (kilkorn), lawful evil


Armor Class 18 (natural armour)
Hit Points 225 (18d12 + 108)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 22 (+6) 17 (+3) 20 (+5) 17 (+3)

Saving Throws Str +14, Wis +12
Skills Perception +12, Persuasion +10, Survival +12
Damage Resistances cold, lightning, thunder
Damage Immunities fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, paralysed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 22
Languages Common, Infernal, Kilkorn, Undercommon
Challenge 21 (33,000 XP)


Devil's Sight. Magical darkness does not impede the kilkorn's darkvision.

Innate Spellcasting. The kilkorn's innate spellcasting ability is Wisdom (spell save DC 20, +12 to spell attacks). The kilkorn overlord can cast the following spells innately, requiring no material components:

At will: fire bolt, spider climb, darkness, scorching ray, see invisibility
3/day each: invisibility, fireball, fear
1/day: destructive wave (necrotic only)

Legendary Resistance (3/Day). If the kilkorn overlord fails a saving throw, it can choose to succeed instead.

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

Magical Weapons. The kilkorn's weapon attacks are magical.

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 four melee attacks: one with its horns, two with its greatsword, and one with its tail.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage and 14 (2d10 + 3) fire damage.

Horns. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing damage, and if the target is a creature, it must make a DC 19 Constitution saving throw or take 17 (5d6) poison damage and be poisoned for 10 minutes on a failed save. A creature that succeeds on its saving throw takes half as much poison 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: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Heavy Crossbow. Ranged Weapon Attack: +10 to hit, reach 100/400 ft., one target. Hit: 19 (3d10 + 3) piercing damage.


The mightiest of all kilkorn are the kilkorn overlords, vast creatures with huge greatswords that combust when they strike their victims, vicious horns that drip with poison that they use to rip apart victims, and formidable spellcasting abilities. They resemble fat, bloated foulbloods, but they are surprisingly agile for creatures of their size, and they have four arms, two of which carry their hefty greatswords, while the others carry mighty crossbows. They are the leaders of kilkorn settlements, though they rarely enter combat, instead relying on their underlings to win battles for them. A kilkorn overlord's enmity against the drow is nearly unmatched, however, and they will often trick unwary adventurers into doing their dirty work for them.
A kilkorn overlord is the result of a foulblood that survives a harrowing ritual that bonds it permanently to a certain archdevil, and the armies of a kilkorn overlord are often reinforced with devils that also serve their bonded archdevil. It is said that when a kilkorn overlord dies, it is instantly transported to the side of their archdevil, transformed into a powerful fiendish form, with complete memory of what it once was, and how it died.

Fiendish Nature. A kilkorn overlord doesn't require air, food, drink, or sleep.


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