Külmking
Large Undead, chaotic evil (CR 9)Armor Class 14 natural armor
Hit Points 127 (15d10+45)
Speed 60 ft.
17 (+3)
15 (+2)
16 (+3)
12 (+1)
18 (+4)
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/
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Creature Codex, page no. 244