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Külmking

Size
Large
Type
Undead
Challenge Rating
9
Source
Creature Codex
Alignment
Chaotic-Evil
Armor Class
14
Speeds
60
Walking Speed
60
Strength Score
17
Dexterity Score
15
Constitution Score
16
Intelligence Score
12
Wisdom Score
18
Charisma Score
17
Skill Proficiencies
Perception
Vision
Darkvision (120ft)
Languages Ref
Common
Hit Points
127
Condition Immunities
Charmed, Exhaustion 1, Poisoned
Resistances
Resistant to Cold Damage, Resistant to Lightning Damage, Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage
Languages
Aethyrian Common

Large undead, chaotic evil


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)
CHA
17 (+3)

Skills Perception +8

Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 120 ft., passive Perception 18

Languages Common

Challenge 9 (5,000 XP)

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.