Kostchtchie
Baldur's Gate: Descent Into Avernus p. 105
- Size
- Large
- Type
- fiend (demon)
- Alignment
- chaotic evil
- AC
- 16 (natural armor)
- Hit Points
- 243 (18d10+144)
- Speed
- walk 40 ft.
- Saving Throws
- Dex +9, Con +16, Wis +14
- Skills
- Intimidation +12, Perception +14, Survival +14
- Resistances
- fire, lightning
- Immunities
- cold, poison; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- charmed, frightened, poisoned
- Senses
- truesight 120 ft.
- Passive Perception
- 24
- Languages
- Abyssal, Giant, telepathy 120 ft
- Challenge
- 25
Traits
Legendary Resistance (3/Day)
If Kostchtchie fails a saving throw, he can choose to succeed instead.
recharge
3/DAY
Magic Resistance
Kostchtchie has advantage on saving throws against spells and other magical effects.
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
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 target. 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 Actions
Legendary Actions (3/Turn)
Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of its turn.
recharge
3/TURN
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.
Spells
command, darkness, dispel evil and good, gate, harm, telekinesis, teleport, wind walk
Other data
description
The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head.
Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss.