Kilko (5e Creature)

Kilko

Tiny humanoid (kilkorn), lawful evil


Armor Class 11 (natural armour)
Hit Points 9 (2d4 + 4)
Speed 25 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 9 (-1) 10 (+0) 10 (+0)

Saving Throws Str +4
Skills Survival +2
Damage Resistances fire, poison
Senses darkvision 60 ft., passive Perception 10
Languages Kilkorn
Challenge 1/8 (25 XP)


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

Innate Spellcasting. The kilko's innate spellcasting ability is Wisdom (spell save DC 10, +2 to spell attacks). The kilko can cast the following spells innately, requiring no material components:

1/day each: fire bolt, spider climb

Sunlight Sensitivity. While in sunlight, the kilko has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Horns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


Kilko are young kilkorn that hatch from eggs. They are very small grub-like creatures with four stubby growths along the sides of their bodies that eventually become arms and legs. They are usually found in nests protected by adult kilkorn, but they eventually enter a metamorphic stage and mature into fully grown kilkorn. Foulblood kilko are much better protected, usually by knights, but sometimes by fully grown foulbloods or even overlords. A foulblood kilko uses the same statistics, but has a flying speed of 30 feet.


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