Kilkorn Knight (5e Creature)

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Kilkorn Knight[edit]

Medium humanoid (kilkorn), lawful evil

Armor Class 18 (chain mail, shield)
Hit Points 102 (12d8 + 48)
Speed 30 ft.

20 (+5) 15 (+2) 18 (+4) 10 (+0) 14 (+2) 13 (+1)

Saving Throws Str +8
Skills Survival +5
Damage Resistances fire
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Infernal, Kilkorn, Undercommon
Challenge 8 (3,900 XP)

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
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: +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.

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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