Kilkorn (5e Creature)

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Medium humanoid (kilkorn), lawful evil

Armor Class 16 (scale mail)
Hit Points 60 (8d8 + 24)
Speed 30 ft.

18 (+4) 14 (+2) 17 (+3) 10 (+0) 13 (+1) 10 (+0)

Saving Throws Str +6
Skills Survival +3
Damage Resistances fire, poison
Senses darkvision 60 ft., passive Perception 11
Languages Kilkorn, Undercommon
Challenge 4 (1,100 XP)

Fiendish Resistance. The kilkorn has advantage on saving throws against poison.

Innate Spellcasting. The kilkorn's innate spellcasting ability is Wisdom (spell save DC 11, +3 to spell attacks). The kilkorn can cast the following spells innately, requiring no material components:

3/day: fire bolt
1/day each: darkness, 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.


Multiattack. The kilkorn makes two melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) when used with two hands.

It is said that once, the kilkorn were the rulers of an ancient empire that worshipped devils, and altered themselves with magic so that they might resemble their overlords. They look vaguely like humans, but with brutish features and short horns and deep red skin. When their empire collapsed, they were forced to flee to the Underdark, where they continued their worship. They hate and despise demons and their followers, chiefly the drow, and they often resort to guerrilla attacks against their eternal foes, awaiting the day they might march with the devils against the demons and celestials to conquer the surface world.

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