b'K\xc3\xbclmking \n'b' This creature\xe2\x80\x99s 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. \n'b'  Large   undead ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  127 (15d10 + 45)  Speed  60 ft.\n'b' STATS STR: 17 (+3) DEX:  15 (+2)  CON:  16 (+3)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Corruption . If the k\xc3\xbclmking moves through another creature, it can use a  bonus action  to corrupt that creature\xe2\x80\x99s soul. The target creature must make a DC 16  Charisma  saving throw. A creature  paralyzed  by the k\xc3\xbclmking 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 k\xc3\xbclmking. The corruption can be reversed by a  remove curse  spell or similar magic used before the creature\xe2\x80\x99s death. On a success, a creature is immune to the k\xc3\xbclmking\xe2\x80\x99s Corruption for the next 24 hours. \n'b'  Incorporeal Movement . The k\xc3\xbclmking 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. \n'b'  Trampling Charge . If the k\xc3\xbclmking 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 k\xc3\xbclmking can make one hooves  attack  against it as a  bonus action . \n'b'  Actions \n'b'   Multiattack . The k\xc3\xbclmking makes two claw attacks and one bite or hooves  attack . \n'b'  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 k\xc3\xbclmking regains  hp  equal to the amount of necrotic damage dealt. \n'b'  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. \n'b'  Hooves .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (3d6 + 3) bludgeoning damage. \n'b'  About \n'b'  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 k\xc3\xbclmking. This twisted, horrified undead is forced to become guardian to the lands it once corrupted. \n'b'  Stalker of Fey . Though a k\xc3\xbclmking 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. \n'b'  Sound of a Thousand Hooves . The sound of a k\xc3\xbclmking\xe2\x80\x99s 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 k\xc3\xbclmkings will pull a carriage for  vampires , ghouls, or liches.'