Huge Fiend (Kilkorn), LE
Armor Class 18 (Natural)
Hit Points 198 (18d10+108)
Speed 30ft, fly 30ft
STR DEX CON INT WIS CHA
26 (3) 22 (3) 20 (3)
Saving Throws Strength +12, Wisdom +10
Skills Survival +10, Perception +10, Persuasion +8
Damage Resistances Cold
Damage Immunities Poison, Fire, Necrotic; Slashing, Piercing, and Bludgeoning from nonmagical weapons
Condition Immunities Poisoned, Charmed, Frightened, Paralysed
Senses passive perception 20, darkvision 120ft
Languages Common, Undercommon, Kilkorn, Infernal
Challenge 14 (11,500 XP)
Legendary Resistance 3/day. If the kilkorn overlord fails a saving throw, it can choose to succeed instead
Magic Resistance The kilkorn overlord has advantage on saving throws against spells and other magical effects
Devil’s Sight Magical darkness does not impede the kilkorn overlord’s darkvision
Innate Spellcasting The kilkorn overlord can cast the following spells innately, ignoring material components (Save DC 18, Spell Attack Bonus +13)
At-will: flame bolt, spider climb, darkness, scorching ray, see invisibility
3/day each: invisibility, fireball, fear
1/day: destructive wave (necrotic only)
Sunlight Sensitivity While in sunlight, the kilkorn overlord has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Magical Weapons The kilkorn overlord’s weapon attacks are magical.
Multiattack. The kilkorn overlord makes 4 melee attacks and 2 ranged attacks
Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 7) slashing damage and 12 (2d10 + 2) fire damage.
Horns. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 7) piercing damage, and the target must make a DC 15 Constitution save or take 15 (3d6 + 6) poison damage and be poisoned for 20 minutes.
Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength save or be knocked prone
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
The mightiest of all kilkorn are the kilkorn overlords, vast creatures with huge greatswords that combust when they strike their victims, vicious horns that drip with poison that they use to rip apart victims, and formidable spellcasting abilities. They resemble fat, bloated foulbloods, but they are surprisingly agile for creatures of their size. They are the leaders of kilkorn settlements, though they rarely enter combat, instead relying on their underlings to win battles for them. Their enmity against the drow is nearly unmatched, however, and they will often trick unweary adventurers into doing their dirty work for them. They are the result of foulbloods that survive a harrowing ritual that bonds them permanently to a certain archdevil, and their armies are often reinforced with devils that also serve their bonded archdevil. It is said that when they die, they are instantly transported the side of their archdevil, transformed into powerful fiendish forms