Kilkorn Vestige (5e Creature)
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Kilkorn Vestige
Large fiend (kilkorn), lawful evil Armor Class 16 (natural armor)
Saving Throws Str +9, Wis +7 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 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. ACTIONSMultiattack. 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 or take 7 (2d6) poison damage and be poisoned for 5 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. 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.
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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. |
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