This creature’s long, horse-like body has far too many legs with multiple arms that end in rending claws, while its misshapen head has a fanged maw used for rending flesh and sucking out souls.

Cursed Defiler. When a creature chooses to go out of its way to harm forests or other wildlands, fey spirits can curse it to become a külmking. This twisted, horrified undead is forced to become guardian to the lands it once corrupted.

Stalker of Fey. Though a külmking must follow the wording of its curse to protect the lands to which it is tied, it is a vindictive spirit and will often hunt fey who enter its domain. It delights in terrorizing small sprites and gentle bearfolk alike.

Sound of a Thousand Hooves. The sound of a külmking’s hooves on cobblestones or stony ground often echoes and re-echoes, sounding like a stampede or a much larger company of horses. Occasionally, a pair of külmkings will pull a carriage for vampires, ghouls, or liches.


Large undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 60 ft.
17 (+3) 15 (+2) 16 (+3) 12 (+1) 18 (+4) 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.


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.

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