Medium Humanoid (Kilkorn), LE
Armor Class 18 (Chainmail, Shield)
Hit Points 96 (12d8+48)
STR DEX CON INT WIS CHA
20 (2) 18 (0) 14 (1)
Saving Throws Strength +8
Skills Survival +5
Damage Resistances Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses passive perception 12, darkvision 60ft
Languages Undercommon, Kilkorn, Infernal
Challenge 5 (1800 XP)
Innate Spellcasting. The kilkorn knight may cast the following spells innately, ignoring material components (Save DC 13, Spell Attack Bonus +5)
3/day: flame bolt
1/day each: darkness, spider climb
Sunlight Sensitivity. While in sunlight, the kilkorn knight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Brute. The kilkorn knight deals one extra die of damage when using melee weapons, included in the attack.
Multiattack. The kilkorn knight makes two melee attacks or two ranged attacks
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage, or 15 (2d10 + 5) slashing damage when used in two hands.
Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) piercing damage
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.