Kilkorn Zealot

In kilkorn society, the loss of one's horns is seen as the ultimate disgrace. When kilkorn clash, they never attack the horns, but outsiders and beasts kno

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Kilkorn Zealot

Medium humanoid (kilkorn), lawful evil

In kilkorn society, the loss of one's horns is seen as the ultimate disgrace. When kilkorn clash, they never attack the horns, but outsiders and beasts know nothing of such customs. A kilkorn disgraced in this way can only hope to regain a portion of its former glory in the process of becoming a zealot. Zealots are bound in permanent servitude to an overlord that they cannot betray or cross, lest they die.

Armor Class 14 (natural armour)

Hit Points 75 (10d8 + 30)

Speed 30 ft.

STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
14 (+2)

Saving Throws Str +7

Skills Survival +5 Proficiency Bonus +3

Damage Vulnerabilities

Damage Resistances cold, fire

Damage Immunities poison

Condition Immunities poisoned

Senses passive Perception 10

Languages Infernal, Kilkorn, Undercommon

Challenge 5 (1.800 XP)

No special abilities.

Actions

Multiattack. The kilkorn makes two melee attacks.
Hide. At the start of each of its turns, the kilkorn deals 5 (1d10) piercing damage to any creature grappling it.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Kilkorn Zealot (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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