Large undead, neutral good

Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 0 ft., fly 40 ft. (hover)

17 (+3) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 17 (+3)

Skills Perception +3
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison, radiant
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages understands Common but can’t speak
Challenge 4 (1,100 XP)

Special Traits

  • Charge. If the kyrkogrim moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Death Gaze. When a creature that can see the kyrkogrim’s eyes starts its turn within 30 feet of the kyrkogrim, the kyrkogrim can force it to make a DC 13 Constitution saving throw if the kyrkogrim isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the kyrkogrim until the start of its next turn. If the creature looks at the kyrkogrim in the meantime, it must immediately make the saving throw.
  • Ethereal Sight. The kyrkogrim can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement. The kyrkogrim can move 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.
  • Relentless (Recharges after a Short or Long Rest). If the kyrkogrim takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.


  • Etherealness. The kyrkogrim enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
  • Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage.
  • Withering Gaze. One creature that the kyrkogrim can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one.


Before you stands a glowing, spectral boar of massive size!

It is believed that the first being placed in a grave is doomed to guard it. This effectively condemns the humanoid to a ghostly half-life, so to avoid that fate the kyrkogrim was born. Rather than risk a human soul, the kyrkogrim is that of a boar that is buried alive in the graveyard. This burial ensures that it rises as a ghostly guardian, patrolling its chosen graveyard. Kyrkogrims are powerful opponents who are ideally suited to defeating hostile undead and generally ignore any living humanoids in their territory.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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