Foulblood Kilkorn (5e Creature)
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Large humanoid (kilkorn), lawful evil
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:
Magic Resistance. The kilkorn has advantage on saving throws against spells and other magical effects.
Multiattack. The kilkorn makes two melee attacks, only one of which may be with its tail.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
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.
Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
The foulblood kilkorn are kilkorn with fiendish magic flowing through their veins. Their skin is black as pitch, their eyes are pure green, and their horns are much larger than normal kilkorn, and they have long tails that they use to knock their foes to the ground. It is thought that for every foulblood kilkorn, there are fifty or more normal kilkorn. They use their cunning to lead other kilkorn into battle, and they are rarely encountered alone. They aspire to become overlords through fiendish rituals, though most do not survive the process.