Kilkorn Knight (5e Creature)
Kilkorn Knight
Medium humanoid (kilkorn), lawful evil Armor Class 18 (chain mail, shield)
Saving Throws Str +8 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 can cast the following spells innately, requiring no material components: 3/day: fire bolt Sunlight Sensitivity. While in sunlight, the kilkorn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSMultiattack. The kilkorn makes two melee attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage when used with two hands. Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
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The kilkorn knights are the elite soldiers of the kilkorn armies. They are strengthened by fiendish energies and extreme training to make them formidable frontline soldiers. They also serve as bodyguards to more important kilkorn, or at the head of kilkorn raiding parties, typically alongside hunters. A kilkorn knight usually answers to a foulblood, though one might serve an overlord. |
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