Kirillion (5e Creature)

From D&D Wiki

Jump to: navigation, search


Huge fey, neutral good

Armor Class 13 (natural armour)
Hit Points 76 (8d12 + 24)
Speed 40 ft.

22 (+6) 9 (-1) 17 (+3) 15 (+2) 16 (+3) 15 (+2)

Skills Perception +6
Proficiency Bonus +3
Damage Resistances psychic
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
Languages Common, Elvish, Sylvan, Undercommon, telepathy 60 ft.
Challenge 6 (2,300 XP)

Innate Spellcasting (Psionics). The kirillion's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kirillion can cast the following spells innately, requiring no material components:

At will: dancing lights, light, mage hand (the hand is invisible), ray of frost
3/day each: gust of wind, nondetection (self only), phantasmal killer
2/day each: charm person, confusion
1/day each: compulsion, cone of cold, invisibility, major image, suggestion

Trampling Charge. If the kirillion moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the kirillion can make one stomp attack against it as a bonus action.

Two Heads. The kirillion has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.


Multiattack. The kirillion makes two gore attacks.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

Psionic Ray (Recharge 6). Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 24 (6d6 + 3) psychic damage.

Massive fey creatures, the kirillion resemble a hybrid between a massive human and a two-headed elephant with very faintly purple or pinkish skin. They tend to avoid violence, using their innate abilities to dissuade potential attackers, though they aren't entirely pacifistic, and will retaliate ferociously if threatened. They have immense strength, though they rarely use it for evil purposes.

Variant: Kirillion Greatclubs

Some kirillion like to use hefty clubs in battle. A kirillion armed with a greatclub has the following action option, which it may use in place of a gore attack and counts as a gore attack for the purposes of Trampling Charge:
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!