Aspect of Kostchtchie (CR 10)
Large Outsider (Chaotic, Cold, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +1(Dex); Senses: darkvision 60 ft., Listen +18, and Spot +18
Languages: Abyssal, Giant; telepathy 100 ft.
AC: 17 (-1 size, +1 Dex, +9 natural, -2 rage), touch 8, flat-footed 16
Hit Dice: 12d8+120 (174 hp); DR: 10/good
Fort +18, Ref +9, Will +13
Speed: 40 ft.
Space: 10 ft.; Reach 10 ft.
Base Attack +12; Grapple +26
Attack: Melee: +1 frost cold iron maul +23/+18/+13 or Ranged: rock +13
Damage: +1 frost cold iron maul 2d8+16/x3 plus 1d6 cold, rock 2d6+8
Special Attacks/Actions: rage, rock throwing
Attack Options: Awesome Blow, Cleave, Improved Bull Rush, Power Attack
Abilities: Str 31, Dex 12, Con 30, Int 14, Wis 16, Cha 16
Special Qualities: Immune: cold, electricity, poison; Resist: acid 10, fire 10; Weakness: vulnerable to fire; rock catching, tanar'ri traits
Feats: Awesome Blow, Cleave, Improved Critical (maul), Power Attack, Weapon Focus (maul)
Skills: +20 on other planes, +22 following tracks on other planes), Climb +23, Concentration +25, Intimidate +18, Jump +23, Knowledge (the planes) +17, Listen +18, Search +17, Spot +18, Survival +18 (+20 following tracks, and Swim +21
Climate/Terrain: Any cold
Treasure: An aspect of Kostchtchie is always armed with a +1 icy burst Large cold iron maul, and he always wears magic hide armor that provides some protection from critical hits. He does not value any
Possessions +1 Large frost cold iron maul
Rage (Ex: Once per day, the aspect of Kostchtchie can enter a state of frenzy exactly like the barbarian rage ability. In this state, the aspect of Kostchtchie's Strength and Constitution increase by 4 and his morale bonus on Will saves increases by 2. His Armor Class gains a –2 penalty.
Kostchtchie remains in his rage for 13 rounds and he becomes fatigued when he leaves his rage. His statistics are presented to include his rage. If he is not raging, then the aspect of Kostchtchie's statistics change as follows: AC 19, touch 10, flat-footed 18; hp 150; Fort +16, Will +11; Melee: +1 frost cold iron maul +21/+16/+11(2d8+13/x3 plus 1d6 cold) or Ranged: rock +13 (2d6+8); Grp +24; Abilities: Str 27, Con 26; Skills: Climb +21, Concentration +23, Jump +21, Swim +19
Rock Throwing (Ex): The aspect of Kostchtchie can hurl rocks of 40 to 50 pounds each (Small objects) up to five range increments of 120 feet.
Rock Catching (Ex) The aspect of Kostchtchie can catch Small or Medium rocks (or projectiles of similar shape). Once per round, if he would normally be hit by a rock, the aspect of Kostchtchie can make a Reflex save (DC 15 Small or DC 20 Medium) to catch it as a free action. If the projectile provides a magical bonus to hit, the DC is increased by that amount. He must be aware of the attack to make a rock catching attempt.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.