Külmking

Large Undead, chaotic evil (CR 9)

Armor Class 14 natural armor

Hit Points 127 (15d10+45)🎲

Speed 60 ft.


STR

17 (+3)

DEX

15 (+2)

CON

16 (+3)

INT

12 (+1)

WIS

18 (+4)

CHR

17 (+3)


Skills perception 8

Senses darkvision 120 ft., passive Perception 18

Languages Common

Challenge Rating 9

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.


sizeLarge

typeUndead

group

alignmentchaotic evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception8

damage_vulnerabilities

damage_resistancescold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiesnecrotic, poison

condition_immunitiescharmed, exhaustion, poisoned

cr9

reactions

legendary_desc

legendary_actions

special_abilitiesname: Corruption,desc: 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.,name: Incorporeal Movement,desc: 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.,name: Trampling Charge,desc: 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.

spell_list

page_no244

document__license_urlhttp://open5e.com/legal

document__slugcc

document__titleCreature Codex

document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/

Find the complete stats on: Open5e

Creature Codex, page no. 244
Other formats: JSON

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