Large fiend, neutral evil
Armor Class: 16 (Natural Armor)
Hit Points: 74
Speed: 45 ft.
STR DEX CON INT WIS CHA 19(+4) 16(+3) 20(+5) 9(-1) 12(+1) 6(-2)
Saving Throws: Strength +6, Constitution +7
Damage Resistance: Necrotic
Skills: Athletics +6, Perception +4 Senses: Blindsight 5 ft., Darkvision 60 ft.
Languages: Can understand Abyssal Death
Aura: Any creature that starts their turn within 5 feet of the Kuolema must make a DC 10 Constitution Saving Throw or become poisoned. If you succeed, but on the next turn are still next to the Kuolema, you must make the saving throw again. If you become poisoned, you don't have to make saving throws anymore. If you become poisoned and then are cured somehow, you also do not need to make saving throws anymore.
Charge: If the Kuolema moves at least 10 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, they must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet back and knocked prone.
Necrotic Horns: The Kuolema's horns are radiating a necrotic magic and as such count as magical weapons in terms of damage resistance. Actions Multiattack: The Kuolema makes two attacks, only one of them can be coupled with the Charge trait.
Ram: Melee Weapon Attack, +6 to hit, reach 5 ft., one
target. Hit: 2d8+4 bludgeoning damage.