# Külmking *Large* *Undead* *chaotic evil* - **Armor Class:** 14 (natural armor) - **Hit Points:** 127 (15d10+45) - **Speed:** walk 60 ft. - **Challenge Rating:** 9 (5,000 XP) - **Source:** Creature Codex, page 244 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 17 (+3) | 15 (+2) | 16 (+3) | 12 (+1) | 18 (+4) | 17 (+3) | - **Skills:** perception +8 - **Damage Immunities:** necrotic, poison - **Damage Resistances:** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** charmed, exhaustion, poisoned - **Senses:** darkvision 120 ft., passive Perception 18 - **Languages:** Common ### 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. ### 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.