THE SHARED REFERENCE Adventurer

Monster

Kostchtchie

Outside your table’s allowed sources

Official reference · BGDIA · 2014

Creature type
Fiend
Size
Large
Armor class
16 (natural armor)
Hit points
243 (18d10 + 144)
Speed
Walk 40 ft.
Challenge rating
25
Alignment
Chaotic Evil
Strength
30
Dexterity
12
Constitution
27
Intelligence
18
Wisdom
22
Charisma
19
Passive Perception
24
Saving Throws
dex: +9; con: +16; wis: +14
Skills
intimidation: +12; perception: +14; survival: +14
Senses
truesight 120 ft.
Languages
Abyssal, Giant, telepathy 120 ft.
Resistances
fire, lightning
Immunities
cold, poison, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, frightened, poisoned

Traits

Legendary Resistance (3/Day)

If Kostchtchie fails a saving throw, he can choose to succeed instead.

Magic Resistance

Kostchtchie has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Kostchtchie makes two melee attacks, only one of which can be a bite attack.

Bite

Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. Hit: 13 (1d6 + 10) piercing damage.

Matalotok (Warhammer)

Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage, or 21 (2d10 + 10) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Attack

Kostchtchie makes one melee weapon attack.

Charge

Kostchtchie moves up to his speed.

Curse (Costs 2 Actions)

Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn.

Innate Spellcasting

Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:

At will: command, darkness

1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walk

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