Demon Koschei

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Viktor Vasnetsov: Kashchei the Immortal (1917–1928). Oil on canvas. Viktor Vasnetsov Home-Museum, Moscow. 1927-1926

Viktor Vasnetsov: Kashchei the Immortal (1917–1928). Oil on canvas. Viktor Vasnetsov Home-Museum, Moscow. 1927-1926

From Wikipedia, the free encyclopedia

In Russian mythology, Koschei, Koshchey, also Kashchei or Kashchey or Kosciej (Polish) is an evil person of ugly senile appearance, menacing principally young women. Koschei is also known as Koschei the Immortal or Koschei the Deathless , as well as Tzar Koschei.

Koschei cannot be killed by conventional means targeting his body. His soul is hidden separate from his body inside a needle, which is in an egg, which is in a duck, which is in a hare, which is in an iron chest, which is buried under a green oak tree, which is on the island of Buyan, in the ocean. As long as his soul is safe, he cannot die. If the chest is dug up and opened, the hare will bolt away. If it is killed, the duck will emerge and try to fly off. Anyone possessing the egg has Koschei in their power. He begins to weaken, becomes sick and immediately loses the use of his magic. If the egg is tossed about, he likewise is flung around against his will. If the needle is broken (in some tales this must be done by specifically breaking it against Koschei's forehead), Koschei will die.

Roleplaying

Kostchtchie, Prince of Wrath

  2010, Paizo Publishing, LLC Credit Eric Belisle Source James Jacobs. (June 24, 2010). Demon Lord Thursday, Paizo Blog. Print Source James Jacobs. (2010). Lords of Chaos, p. ?. Paizo Publishing, LLC. ISBN 978-1-60125-250-0
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Originally Posted by

RAGNAROKISCOMING2007 of the Wizards Community forums.

On this Thread

Kostchtchie, Prince of Wrath
Huge outsider (chaotic, cold, evil, extraplanar, tanar’ri)
Symbol A blackish-blue shiny maul covered in bloody ice
Cosmic Rank 11 (14 Iron Wastes)
HD 60d8 + 1,320 + 120 (1,920)
Initiative +10
Speed 60 ft.
AC 70 (+15 armor, +11 deflection, +6 Dexterity, +30 natural, -2 size) touch 25, flat-footed 64
BAB/ Grapple +60/+93
Attack +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 70 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Full attack +8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes +95/+90/+85/+80 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 70 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)
Space/reach 15ft./ 15ft.
Special attacks Breath Weapon, Rock Catching, Rock Throwing, Spikes of the Iron Wastes, Spell-like Abilities, Summon Dragon, Summon Giants, Summon Tanar’ri, Wrath
Special qualities
Darkvision 60ft., DR 40/Epic Good and cold iron, DR 25/-, Energy Resistance to Acid 40, Fire 50, Immunity to Cold, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Critical Hits, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Ravaged Form (Massive Bulk), Regeneration 15, SR 65, Telepathy 1000 ft., true seeing, Vulnerable to Fire
Saves Fort +60, Ref +38, Will +41
Abilities Strength 60 , Dexterity 22, Constitution 54, Intelligence 26, Wisdom 28, Charisma 33
Skills Climb +88, Concentration +85, Escape Artist +69, Handle Animal +77, Intimidate +74, Jump +110, Knowledge (Arcana) +71, Knowledge (nature) +71, Knowledge (the planes) +71, Listen +72, Ride +71, Search +71, Spot +72, Survival +72 (74 when tracking), Swim +88, Tumble +69,
Feats

Awesome Blow, Cleave, Combat Expertise, Dark Speech, Great Cleave, Great Fortitude, Greater Weapon Focus (maul), Greater Weapon Specialization (maul), Improved Critical (maul), Improved Bull Rush, Improved Initiative, Improved Overrun, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Handle Animal), Skill Focus (Ride), Spirited Charge, Weapon Focus (maul), Weapon Specialization (maul),

Epic Feats Dire Charge, Epic Fortitude, Epic Toughness, Epic Weapon Focus (maul), Epic Weapon Specialization (maul), Terrifying Rage
Environment Iron Wastes (Abyss)
Organization Solitary (unique) or group (Kostchtchie, Svafnir (advanced great white wyrm dragon with 45 HD), 2 Hounds of Kostchtchie (Leucotta 18 HD), 2 Abyss Gigantes and 5 Frost Giants (Barbarian 15)
CR 52
Treasure Frost Plate, Maul of the Iron Wastes
Alignment Chaotic Evil

Combat: Kostchtchie almost always enters a battle while invoking his Wrath ability to crush his foes. If out numbered, he won’t hesitate to summon Svafnir, along with other creatures, to aid him. Every chance he gets, he’ll use his icy breath to gain the upper hand. Against foes who use fire-based attacks and spells, he targets them first while relying on his armor to greatly reduce the fire damage he may take. Against strong foes he relies on his massive bulk to reduce the physical damage.

Breath Weapon (Su): Once every minute, Kostchtchie can spew forth a 100 ft. cone of abyssal fury and ice. It deals 30d10 points of cold damage plus 4d6 Dexterity. Ref save DC 67 halves. If this attack reduces a creature’s Dexterity to 0, it is frozen. Kostchtchie can smash it to pieces with a successful attack from his maul. The remaining pieces of ice remain on the ground and melt away in 3 rounds. At this point the creature can be raised and healed normally after a miracle or wish spell has been cast on the remaining pieces. If the ice melts, the soul is destroyed. Nothing less than a greater deity, can restore the creature. The DC is Constitution-based.

Prince of Wrath: Kostchtchie’s rages can incite rage within his foes, which causes them to attack anyone close to them. Range: 100 ft. radius of a raging Kostchtchie. Will save DC 56 or continuously attack the nearest creature, until you or the creature dies. The raging character, rages like a barbarian of 20th level. The DC is Charisma-based.

Ravaged Form (Massive Bulk): Kostchtchie is impossibly muscled. These rippling muscles grant him with the following:

- DR 25/-

- +10 bonus on Strength checks.

- Speed + 20 ft.

- +10 bonus on Jump skill

Rock Catching (Ex): Kostchtchie can catch Large size or smaller rocks (or other projectiles of similar shape). Once per round, if he would normally be hit by a rock, he can make a Reflex save to catch a rock as a free action. The DC is 25 for a Small rock, DC 35 for a Medium rock, and DC 45 for a Large rock. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount). He must be ready and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): Kostchtchie can hurl rocks of 80 to 100 pounds (Large objects) up to five range increments of 300 ft.

Spikes of the Iron Wastes (Su): 20/day, Kostchtchie slam his maul against the ground, as a standard action, causing blue-black ice to erupt from the ground in a 60 ft. radius. It deals 15d8 cold damage and 10d8 piercing damage. Ref save DC 70 halves (Strength-based). If Large or smaller creatures fail their saves, they are launched into the air. They crash into the ground and are stunned for 2d6 rounds. The blue-black ice shatters, in the following round, creating a blizzard of blue-black ice in a 100 ft. radius. Those within range take 15d10 points of cold and unholy damage. Ref save DC 56 halves (Charisma-based). Since the blizzard is infused with unholy energy, it ignores the creatures’ cold resistance and immunity.

Spell-like Abilities: CL 60th; DC 30 + spell level

At will-animate dead, astral projection, baleful polymorph, blasphemy, bull’s strength, charm monster, chill touch, cone of cold, desecrate, detect law, detect good, Detect Magic, dominate monster, fly, fog cloud, greater dispel magic, greater invisibility, greater teleport, icestorm, magic circle against law, magic circle against good, mass hold monster, mirage arcana, orb of cold, persistent image, poison, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear, symbol of pain, symbol of weakness, telekinesis, unhallow, unholy aura, unholy blight, wall of ice

9/day: destruction, field of icy razors, greater restoration, harm, polar ray, true resurrection.

3/day: Earthquake, wish.

Stunning Blow (Su): Kostchchie’s powerful attacks can leave even the greatest of warriors stunned. Fortitude save DC 70 or be stunned for 1 round. If Kotschtchie successfully attacks a foe with a critical, they are automatically stunned for 1 round (no save). The DC is Strength-based.

Summon Dragon (Sp): 1/day Kostchtchie can summon Svafnir

Summon Giants (Sp): 10/day Kostchtchie can summon 3d6 frost giants (barbarian 15)

Summon Tanar’ri (Sp): 5/day Kostchtchie can summon 1d6 advanced goristros (50 HD) or 2d6 bulezaus (barbarian 15)

Wrath (Ex): Kostchtchie’s rage is like no other. 3/day he can rage like a barbarian for 1 hour. He gains a +10 bonus to Strength and Constitution, + 6 bonus to Will saves, and takes a –4 penalty to AC. At the beginning of his wrath, Kostchtchie lets out a terrifying roar (free action). Any creature, within 100 ft., must make a Will save DC 61 or become panicked for 1 round. Kostchtchie roars, as a free action, every minute of his wrath. He cannot stop his rage and is not fatigued afterwards. The DC is Charisma-based.

Possessions: Kostchtchie is never without his black-blue maul. Recently he created the Frost Plate, which protects him from fire.

Frost Plate: This armor is crudely made of ice. It covers Kostchtchie back, front, and shoulders. Jagged spikes cover the armor. It functions as a +10 fire warding, heavy fortification, breastplate. Anyone grappling with Kostchtchie takes 40 points of cold damage and 8d6 piercing damage from the spikes.

Maul of the Iron Wastes: Kostchtchie wields this blackish-blue shiny maul, covered in bloody ice, whenever he enters combat. Sounds of rage erupt from the maul constantly. It functions as a +8 icy blast, sonic blast, vile, huge maul. A successful hit with the maul fills the target with numbing cold. The creature is slowed as the spell for 10 rounds. Fort save DC 70 negates (Strength-based). On a successful critical hit the creature takes an extra 10d10 points of cold damage, as it is filled with intense cold, in the following round. Fort save DC 70 halves (Strength-based). In the round following that, the ice turns into a foul liquid which causes the creature’s insides to waste away dealing 5d6 Constitution damage. Fort save DC 56 halves (Charisma-based). Whether the save is successful or not the creature’s are too cold causing terrible pain. They can take no actions in that round. Only a greater restoration of at least 35th level can cure the Constitution damage.

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