Külmking
Large Undead, chaotic evil. CR 9, AC 14, 127 HP. Traits: Corruption, Incorporeal Movement, Trampling Charge.
- Armor class
- 14
- Hit points
- 127
- Challenge
- 9
- Creature type
- Undead
- Size
- Large
- Alignment
- chaotic evil
Stat block
- Cha
- 17
- Con
- 16
- Dex
- 15
- Int
- 12
- Str
- 17
- Wis
- 18
- Speed
- Walk: 60
- Senses
- darkvision 120 ft., passive Perception 18
- Skills
- Perception: 8
- 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.
- Languages
- Common
- Damage immunities
- necrotic, poison
- 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.
- Damage resistances
- cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- charmed, exhaustion, poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).