Kliniloth (5e Creature)
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Kliniloth[edit]
Large fiend (yugoloth), neutral evil Armor Class 17 (half plate)
Saving Throws Str +11, Dex +7, Wis +8 Innate Spellcasting. The kliniloth's innate spellcasting ability is Wisdom (spell save DC 16). The kliniloth can innately cast the following spells, requiring no material components: At will: detect magic, earthbind, thunderous smite Magic Resistance. The kliniloth has advantage on saving throws against spells and other magical effects. Plane Locked. The kliniloth cannot leave Gehenna by any means. Any attempts to do so, willingly or unwillingly, automatically fail. It can teleport on the same plane as normal. When it rolls for initiative, the kliniloth can use Teleport (no action required). Full Tilt. Creatures within 30 feet of the kliniloth have disadvantage on saving throws to avoid being knocked prone. This feature does not affect creatures with a climbing speed. Unusual Nature. The kliniloth doesn't require air, food, drink, or sleep. Warden of Gehenna. The kliniloth's Whack, Death, and Spin Stick actions deal an additional 13 (3d8) of a damage type determined by which layer of Gehenna the kliniloth is on. The damage type is fire on Chamada, psychic on the Khalas, cold on Krangath, and acid on Mungoth. The kliniloth has immunity to the same damage type. All damage the kliniloth deals is magical. ACTIONSMultiattack. The kliniloth makes two whack stick attacks. Whack Stick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. The target must succeed on a DC 19 Strength saving throw or be knocked prone. Death Stick. Ranged Spell Attack: +8 to hit, reach 30 ft., one target. Hit: 40 (9d8) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or be knocked prone. Spin Stick. Each creature within 5 feet of the kliniloth must succeed on a DC 19 Dexterity saving throw or take 11 (1d10 + 6) bludgeoning damage and be knocked prone. Teleport. The kliniloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. BONUS ACTIONSDispatch Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one prone creature. Hit: 11 (2d4 + 6) piercing damage plus 17 (5d6) poison damage. The target is poisoned until the end of its next turn. Grave of Gehenna (Recharge 6). A prone creature that the kliniloth can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 45 (10d8) necrotic damage and be restrained for 1 minute. At the end of its turns, the creature can repeat the saving throw, ending this effect on a success or taking 9 (2d8) necrotic damage on a failure. When the creature is reduced to 0 hit points or after 1 minute, it is automatically killed as its body sinks into Gehenna's slope. The creature can be restored to life only by means of a true resurrection or wish spell. REACTIONSRiposte. The kliniloth adds 5 to its AC against one attack that would hit it. If the attack misses, the kliniloth can make one Whack Stick or Death Stick attack against the attacker as part of the same reaction. To use this reaction, the kliniloth must see the attacker and be wielding a melee weapon. |
Said to be created by the General of Gehenna eons ago, kliniloths are forever bound to the Bleak Eternity of Gehenna and cursed to wander across the slopes, intercepting any threats to the hosts of other yugoloths before they get close enough to do some damage. As such, kliniloths are largely independent from the normal fiendish chains of command, though most kliniloths are wise enough to heed the orders of any greater yugoloths that they have to interact with. Every kliniloth has an eidetic memory for their environment, letting them distinguish between every different lava flow, avalanche, and glacier on the slopes or in the tunnels beneath them. While gruff and depressive, kliniloths are largely resigned to their lot in life and, by yugoloth standards, faithful to their contracts, though that can usually be attributed to their relative rarity and boredom. They will even help the celestials that sometimes end up dropped in Gehenna from the plane's chaotic connections to Mount Olympus in Arborea escape their hellhole, for the right price and as long as they take no actions that might jeopardize the power of the yugoloths. Tactics. While they have a number of magical tricks they can employ if needed to counter specific enemy maneuvers, kliniloths tend to rely on their double-head, morningstar staves to dispense their damage and protect them when needed. That's usually all they need given their weapon skills with handling individual foes, groups of enemies, or even ranged targets via batting away orbs of dark magic. Kliniloths also pack a poisoned spike grown out of the armor fused to their body that they use to finish off downed opponents. For its most dangerous foes, the kliniloth can call upon the barren soil of Gehenna itself to suck them down into its rocky folds. If the battle turns against a kliniloth it will have no shame about retreating with teleportation, though it will likely return with many other yugoloths ready for a second round. While not the most popular or feared of their kind, no yugoloths want outsiders capable of fighting off such a powerful fiend wandering around Gehenna. |
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