Külmking
Large Undead chaotic evil
- Armor Class: 14 (natural armor)
- Hit Points: 127 (15d10+45)
- Speed: walk 60 ft.
- Challenge Rating: 9 (5,000 XP)
- Source: Creature Codex, page 244
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 17 (+3) |
15 (+2) |
16 (+3) |
12 (+1) |
18 (+4) |
17 (+3) |
- Skills: perception +8
- Damage Immunities: necrotic, poison
- Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 120 ft., passive Perception 18
- Languages: Common
Special Abilities
- Corruption: If the külmking moves through another creature, it can use a bonus action to corrupt that creature's soul. The target creature must make a DC 16 Charisma saving throw. A creature paralyzed by the külmking has disadvantage on this saving throw.
On a failed save, a creature suffers from terrible and violent thoughts and tendencies. Over the course of 2d4 days, its alignment shifts to chaotic evil. A creature that dies during this time, or after this shift is complete, rises 24 hours later as a külmking. The corruption can be reversed by a remove curse spell or similar magic used before the creature's death.
On a success, a creature is immune to the külmking's Corruption for the next 24 hours.
- Incorporeal Movement: The külmking can pass through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Trampling Charge: If the külmking moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the külmking can make one hooves attack against it as a bonus action.
Actions
- Multiattack: The külmking makes two claw attacks and one bite or hooves attack.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature that is not undead, it must make a DC 16 Constitution saving throw or take 12 (2d8 + 3) necrotic damage. The külmking regains hp equal to the amount of necrotic damage dealt.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is not undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage.
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