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
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