Kilkorn Zealot (5e Creature)

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Kilkorn Zealot

Medium humanoid (kilkorn), lawful evil


Armor Class 14 (natural armour)
Hit Points 75 (10d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 11 (+0) 14 (+2) 14 (+2)

Saving Throws Str +7
Skills Survival +5
Damage Resistances fire, cold
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Infernal, Kilkorn, Undercommon
Challenge 5 (1,800 XP)


Spiked Hide. At the start of each of its turns, the kilkorn deals 5 (1d10) piercing damage to any creature grappling it.

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
1/day each: darkness, disguise self, spider climb

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.

Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage when used in two hands.


In kilkorn society, the loss of one's horns is seen as the ultimate disgrace. When kilkorn clash, they never attack the horns, but outsiders and beasts know nothing of such customs. A kilkorn disgraced in this way can only hope to regain a portion of its former glory in the process of becoming a zealot. Zealots are bound in permanent servitude to an overlord that they cannot betray or cross, lest they die. They must complete any request given to them by their overlord, but in exchange, they are empowered that they more resemble the fiends they worship, with long spines bristling over their bodies, and an outright immunity to toxins.


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