Kilkorn (5e Creature)
Kilkorn
Medium humanoid (kilkorn), lawful evil Armor Class 16 (scale mail)
Saving Throws Str +6 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 Sunlight Sensitivity. While in sunlight, the kilkorn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSMultiattack. 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.
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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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