5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Fiends >Demons >Demon Lord >

Demon Lord, Kostchtchie, Demon Lord of Wrath

Large fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points 312 (25d10 + 175)
Speed 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 25 (+7) 17 (+3) 16 (+3) 20 (+5)

Saving Throws Strength +15, Dexterity +11, Constitution +14, Wisdom +10
Skills Acrobatics +11, Athletics +15, Nature +10, Perception +10, Survival +10
Damage Resistances acid, fire
Damage Immunities cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 20
Languages Abyssal, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran; telepathy 120 ft.
Challenge 22 (41,000 XP)

Special Traits

  • Special Equipment. Kostchtchie carries Gorynya (see below), a powerful magic warhammer.
  • Innate Spellcasting. Kostchtchie’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components.
  • Legendary Resistance (3/day). If Kostchtchie fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. Kostchtchie has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Kostchtchie’s weapon attacks are magical.
  • Unholy Aura. An unholy aura surrounds Kostchtchie out to a radius of 40 feet. A creature who enters or begins their turn in the area must make a DC 20 Wisdom saving throw. On a failed saving throw, the target is frightened for 1 minute. While frightened, it is paralyzed. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

  • Multiattack. Kostchtchie makes two attacks with Gorynya (see below).
  • Gorynya. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 29 (4d8 + 11) bludgeoning damage, or 33 (4d10 + 11) bludgeoning damage if used with two hands, plus 22 (4d10) force damage. If the target is a creature, it must make a DC 23 Strength saving throw or be knocked prone.
  • Summon (1/day). Kostchtchie summons 1d12 dretches, 1d6 glabrezus, 1d6 hezrous, 1 marilith, or 1 balor. The summoned demon appears in an unoccupied space within 60 feet of Kostchtchie, but can’t summon other demons. It remains for 1 minute, until it or Kostchtchie is slain, or until Kostchtchie takes an action to dismiss it.

Legendary Actions

Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action option 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.

  • Cold Burst. Kostchtchie causes a burst of cold to coalesce around it. Creatures within 10 feet of it must make a DC 20 Constitution saving throw. On a failed saving throw, the targets take 13 (3d8) cold damage, or half as much damage on a successful one.
  • Sunder (Costs 2 Actions). Kostchtchie slams Gorynya (see below) on the ground. The area within 15 feet becomes difficult terrain. Each creature that is concentrating must make a DC 23 Constitution saving throw. On a failed save, the creature’s concentration is broken. In addition, all creatures must make a DC 23 Dexterity saving throw or fall prone. Kostchtchie is immune to these effects.
  • Freeze (Costs 3 Actions). Kostchtchie chooses one target it can see within 120 feet to make a DC 20 Constitution saving throw. On a failed saving throw, the creature takes 22 (4d10) cold damage and is restrained. At the start of its next turn, the target must repeat the saving throw. On a failed saving throw, it is fully encased in ice and is petrified. On a successful saving throw, the creature suffers no other effect.

Lair Actions

On initiative count 20 (losing initiative ties), Kostchtchie can take a lair action to cause one of the following effects; Kostchtchie can’t use the same effect two rounds in a row:

  • Rage. Kostchtchie chooses any number of creatures within its lair to make a DC 20 Wisdom saving throw; Kostchtchie must be aware of intruders within its lair, but he does not need to see the targets. Until initiative 20 a creature who fails the saving throw is filled with blinding rage and uses its actions and movement to attack the nearest creature that it can see.
  • Corpse Cleanup. Kostchtchie destroys any corpse within its lair; its does not need to see it in order to destroy it. That creature is incapable of being brought back from the dead absent a true resurrection or wish spell.
  • Curse. Kostchtchie chooses one creature that it can see within 60 feet to make a DC 20 Constitution saving throw. On a failed saving throw, the creature is cursed; the curse ends early if removed with magic such as remove curse. While cursed, the creature is vulnerable to cold damage.

About

This hulking creature stands to be at least 9 or 10 feet tall with yellowish skin. His head and body seem to be completely hairless save for his thick, bushy eyebrows. Two massive stump-like legs support his thick, misshapen torso and great, gnarled arms extend from his shoulders. His head is flat and oval and sports two, large sunken crystal-blue eyes.

Kostchtchie is the demon lord of cold and the prince of wrath; he is the epitome of hatred and evil. If there is a demon lord more ruthless and malevolent than he, that lord has never made his presence known. He is hated by all (including other demon lords and princes). He moves across his Abyssal landscape with a shuffling gait, and is rarely, if ever, encountered alone.

Kostchtchie is revered by some frost giant shamans as a god. Various clans pay tribute to him in the form of humanoid sacrifices (made bimonthly, except in the winter when sacrifices are made monthly) and often invoke his blessing before undertaking a great quest or entering a great battle. His Abyssal home is a frigid and mountainous realm of ice, rock, snow, and subfreezing temperatures. Unprotected travelers and those vulnerable to cold do not last long here.

He stands 9 feet tall and weighs about 800 pounds. He fights with his oversized warhammer in battle. He is relentless in his attack and seeks to kill all interlopers he encounters. He completely destroys any creature’s body he slays. The body is torn to pieces, burned, or devoured by the demon lord or his minions.

Regional Effects

The region containing Kostchtchie’s lair is warped by his magic, creating one or more of the following effects: Cold. The area within 6 miles of Kostchtchie’s lair is unnaturally cold, even if that would not make sense; during the day the temperature hovers around freezing, while at night the temperature plummets to below 0 degrees Fahrenheit. The various beasts and creatures that inhabit the area around the lair are more inclined to be hostile, filled with wrath, even attacking other creatures who would not normally be their prey. If Kostchtchie dies, these effects fade over the course of 1d10 days.

Servants of Kostchtchie

Followers of Kostchtchie are usually frost giants and fiendish frost giants. They are usually fighters or barbarians. Many that receive his special blessing find their bodies warped and twisted, forever after wracked by pain and filled with rage. Devout followers of Kostchtchie are called Ice Lords and must sign a pact of evil with Kostchtchie.

Special Equipment

Embrace of the Uncaring Sea

Weapon (trident), artifact (requires attunement)

Barnacles and small lampreys cover this 10-foot-long, deep blue-green weapon; no matter how many barnacles or lampreys are removed, the weapon always seems covered in them. The three mismatched tines of the trident drip salty brine at all times, and the weapon always appears wet.

  • Attunement. In order to attune to Embrace of the Uncaring Sea, you must feed the lampreys that adorn its haft, dealing 8d10 necrotic damage to you, which cannot be resisted in any way.
  • Oversized. A Medium-sized creature has disadvantage on attack rolls made with Embrace of the Uncaring Sea unless they wield the weapon two-handed.
  • Magic Weapon. You have a +3 bonus to attack and damage rolls made with Embrace of the uncaring Sea. It also functions as a trident of fish command.
  • Brinetooth. You deal an additional 5d6 poison damage on a successful hit with the trident.
  • Embrace of the Depths. If you roll a 19 or 20 on an attack with this trident and you hit, the target must make a DC 21 Constitution saving throw or be afflicted by the crushing pressure of the sea. A creature afflicted by this cannot breathe, cast spells using verbal components, or cannot take actions or reactions. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on a success. Magic such as heal can end this affliction early.

Destruction

You can destroy Embrace of the Uncaring Sea by stabbing the tines into the highest mountain within the hottest desert and leaving it to dry in the blazing sun for 100 years, at which time it crumbles into ash. If it is removed prior to the 100 years elapsing, all progress is lost.

Gorynya

Weapon (warhammer), artifact (requires attunement)

Gorynya is an overly large warhammer, wrought of black iron, covered in frost. It stands almost 4 feet tall from rounded pommel to the head, which bears a spike at its top and two blunt, unfinished faces. It is remarkably devoid of ornamentation but bears what appears to be centuries’ worth of chips, nicks, and dried blood.

  • Attunement. Gorynya cannot be attuned to as long as Kostchtchie, the Demon Lord of Wrath, is on the same plane of existence as Gorynya. For you to attune to the weapon, you must first slay an ally of like alignment in a fit of blind rage and remain unremorseful for doing so.
  • Oversized. Gorynya is much larger than a normal warhammer. You can only wield Gorynya two-handed if your Strength score is 18 or higher. To wield Gorynya one-handed, your Strength score must be 22 or higher.
  • Magic Weapon. You have a +3 bonus to attack and damage rolls made with Gorynya. Gorynya also functions as a mace of terror and a staff of frost.
  • Overwhelming. You deal an additional 4d10 force damage when you hit with Gorynya, and your target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw is 8 + your Strength modifier + your proficiency bonus.
  • Cold Bones. You have resistance to cold damage while you are attuned to Gorynya, and rime and frost coat every visible surface within 10 feet of you.

Destruction

In order to destroy Gorynya, you must first beg forgiveness from all those you have slain with the weapon, and they must forgive you for the acts you committed while attuned to the weapon. If that is done, then Gorynya shatters into rubble forever.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb