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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3917136" data-attributes="member: 50701"><p><strong>Kostchtchie, Prince of Wrath</strong></p><p><strong>Huge Outsider (chaotic, cold, evil, extraplanar, tanar’ri) </strong></p><p><strong>Symbol: </strong> A blackish-blue shiny maul covered in bloody ice</p><p><strong>Cosmic Rank: </strong> 11 (14 Iron Wastes)</p><p><strong>HD:</strong> 60d8 + 1,320 + 120 (1,920)</p><p><strong>Initiative:</strong> +10</p><p><strong>Speed:</strong> 60 ft.</p><p><strong>AC: </strong> 70 (+15 armor, +11 deflection, +6 Dex, +30 natural, -2 size) touch 25, flat-footed 64</p><p><strong>BAB/ Grapple: </strong> +60/+93</p><p><strong>Attack: </strong> <em>+8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes</em> +95 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 65 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)</p><p><strong>Full attack:</strong> <em>+8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes</em> +95/+90/+85/+80 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 65 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25)</p><p><strong>Space/reach:</strong> 15ft./ 15ft.</p><p><strong>Special attacks:</strong> Breath Weapon, Rock Catching, Rock Throwing, Spikes of the Iron Wastes, Spell-like Abilities, Summon Dragon, Summon Giants, Summon Tanar’ri, Wrath</p><p><strong>Special qualities:</strong> 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</p><p><strong>Saves:</strong> Fort +60, Ref +38, Will +41</p><p><strong>Abilities:</strong> Str 60 , Dex 22, Con 54, Int 26, Wis 28, Cha 33</p><p><strong>Skills:</strong> 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, </p><p><strong>Feats:</strong>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), </p><p><strong>Epic Feats:</strong> Dire Charge, Epic Fortitude, Epic Toughness, Epic Weapon Focus (maul), Epic Weapon Specialization (maul), Terrifying Rage</p><p><strong>Environment:</strong> Iron Wastes (Abyss)</p><p><strong>Organization:</strong> Solitary (unique) or group (Kostchtchie, Svafnir (advanced great white wyrm dragon with 45 HD), 2 Hounds of Kostchtchie (Leucotta 18 HD), and 5 Frost Giants (Barbarian 15)</p><p><strong>CR:</strong> 52</p><p><strong>Treasure:</strong> <em>Frost Plate, Maul of the Iron Wastes</em></p><p><strong>Alignment:</strong>Chaotic Evil</p><p></p><p>(flavor coming)</p><p></p><p><strong>Combat:</strong> 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.</p><p></p><p><strong>Breath Weapon (Su): </strong> 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 Dex. Ref save DC 62 halves. If this attack reduces a creature’s Dex 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 <em>miracle</em> or <em>wish</em> 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 Con-based.</p><p></p><p><strong>Prince of Wrath: </strong> 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 51 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 Cha-based.</p><p></p><p><strong>Ravaged Form (Massive Bulk): </strong> Kostchtchie is impossibly muscled. These rippling muscles grant him with the following:</p><p>- DR 25/-</p><p>- +10 bonus on Str checks.</p><p>- Speed + 20 ft.</p><p>- +10 bonus on Jump skill</p><p></p><p><strong>Rock Catching (Ex): </strong> 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.</p><p></p><p><strong>Rock Throwing (Ex): </strong> Kostchtchie can hurl rocks of 80 to 100 pounds (Large objects) up to five range increments of 300 ft.</p><p></p><p><strong>Spikes of the Iron Wastes (Su): </strong> 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 10d8 cold damage and 10d8 piercing damage. Ref save DC 65 halves (Str-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 51 halves (Cha-based). Since the blizzard is infused with unholy energy, it ignores the creatures’ cold resistance and immunity.</p><p></p><p><strong>Spell-like Abilities: </strong> CL 60th; DC 30 + spell level</p><p>At will-<em>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</em></p><p>9/day: <em> destruction, field of icy razors, greater restoration, harm, polar ray, true resurrection</em>. </p><p>3/day: <em> earthquake, wish</em>.</p><p></p><p><strong>Stunning Blow (Su): </strong> Kostchchie’s powerful attacks can leave even the greatest of warriors stunned. Fortitude save DC65 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 Str-based.</p><p></p><p><strong>Summon Dragon (Sp): </strong> 1/day Kostchtchie can summon Svafnir</p><p></p><p><strong>Summon Giants (Sp): </strong> 10/day Kostchtchie can summon 3d6 frost giants (barbarian 15)</p><p></p><p><strong>Summon Tanar’ri (Sp): </strong> 5/day Kostchtchie can summon 1d6 advanced goristros (50 HD) or 2d6 bulezaus (barbarian 15)</p><p></p><p><strong>Wrath (Ex): </strong> Kostchtchie’s rage is like no other. 3/day he can rage like a barbarian for 1 hour. He gains a +10 bonus to Str and Con, + 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 51 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 Cha-based.</p><p></p><p><strong>Possessions: </strong> Kostchtchie is never without his black-blue maul. Recently he created the Frost Plate, which protects him from fire. </p><p></p><p><strong>Frost Plate: </strong> 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 5d6 cold damage and 5d6 piercing damage from the spikes.</p><p></p><p><strong>Maul of the Iron Wastes: </strong> 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 <em>+8 icy blast, sonic blast, vile, huge maul</em>. A successful hit with the maul fills the target with numbing cold. The creature is <em>slowed</em> as the spell for 10 rounds. Fort save DC 65 negates (Str-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 65 halves (Str-based). In the round following that, the ice turns into a foul liquid which causes the creature’s insides to waste away dealing 5d6 Con damage. Fort save DC 51 halves (Cha-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 <em>greater restoration</em> of at least 35th level can cure the Con damage.</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3917136, member: 50701"] [b]Kostchtchie, Prince of Wrath Huge Outsider (chaotic, cold, evil, extraplanar, tanar’ri) [/b] [b]Symbol: [/b] A blackish-blue shiny maul covered in bloody ice [b]Cosmic Rank: [/b] 11 (14 Iron Wastes) [b]HD:[/b] 60d8 + 1,320 + 120 (1,920) [b]Initiative:[/b] +10 [b]Speed:[/b] 60 ft. [b]AC: [/b] 70 (+15 armor, +11 deflection, +6 Dex, +30 natural, -2 size) touch 25, flat-footed 64 [b]BAB/ Grapple: [/b] +60/+93 [b]Attack: [/b] [i]+8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes[/i] +95 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 65 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25) [b]Full attack:[/b] [i]+8 icy blast, sonic blast, vile, huge maul, Maul of the Iron Wastes[/i] +95/+90/+85/+80 melee (3d8 + 53 + 3d6 cold + 3d6 sonic plus Fort save DC 65 or stunned for 1 round/19-20/x3), or rock +64 ranged (2d8 + 25) [b]Space/reach:[/b] 15ft./ 15ft. [b]Special attacks:[/b] Breath Weapon, Rock Catching, Rock Throwing, Spikes of the Iron Wastes, Spell-like Abilities, Summon Dragon, Summon Giants, Summon Tanar’ri, Wrath [b]Special qualities:[/b] 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 [b]Saves:[/b] Fort +60, Ref +38, Will +41 [b]Abilities:[/b] Str 60 , Dex 22, Con 54, Int 26, Wis 28, Cha 33 [b]Skills:[/b] 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, [b]Feats:[/b]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), [b]Epic Feats:[/b] Dire Charge, Epic Fortitude, Epic Toughness, Epic Weapon Focus (maul), Epic Weapon Specialization (maul), Terrifying Rage [b]Environment:[/b] Iron Wastes (Abyss) [b]Organization:[/b] Solitary (unique) or group (Kostchtchie, Svafnir (advanced great white wyrm dragon with 45 HD), 2 Hounds of Kostchtchie (Leucotta 18 HD), and 5 Frost Giants (Barbarian 15) [b]CR:[/b] 52 [b]Treasure:[/b] [i]Frost Plate, Maul of the Iron Wastes[/i] [b]Alignment:[/b]Chaotic Evil (flavor coming) [b]Combat:[/b] 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. [b]Breath Weapon (Su): [/b] 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 Dex. Ref save DC 62 halves. If this attack reduces a creature’s Dex 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 [i]miracle[/i] or [i]wish[/i] 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 Con-based. [b]Prince of Wrath: [/b] 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 51 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 Cha-based. [b]Ravaged Form (Massive Bulk): [/b] Kostchtchie is impossibly muscled. These rippling muscles grant him with the following: - DR 25/- - +10 bonus on Str checks. - Speed + 20 ft. - +10 bonus on Jump skill [b]Rock Catching (Ex): [/b] 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. [b]Rock Throwing (Ex): [/b] Kostchtchie can hurl rocks of 80 to 100 pounds (Large objects) up to five range increments of 300 ft. [b]Spikes of the Iron Wastes (Su): [/b] 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 10d8 cold damage and 10d8 piercing damage. Ref save DC 65 halves (Str-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 51 halves (Cha-based). Since the blizzard is infused with unholy energy, it ignores the creatures’ cold resistance and immunity. [b]Spell-like Abilities: [/b] CL 60th; DC 30 + spell level At will-[i]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[/i] 9/day: [i] destruction, field of icy razors, greater restoration, harm, polar ray, true resurrection[/i]. 3/day: [i] earthquake, wish[/i]. [b]Stunning Blow (Su): [/b] Kostchchie’s powerful attacks can leave even the greatest of warriors stunned. Fortitude save DC65 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 Str-based. [b]Summon Dragon (Sp): [/b] 1/day Kostchtchie can summon Svafnir [b]Summon Giants (Sp): [/b] 10/day Kostchtchie can summon 3d6 frost giants (barbarian 15) [b]Summon Tanar’ri (Sp): [/b] 5/day Kostchtchie can summon 1d6 advanced goristros (50 HD) or 2d6 bulezaus (barbarian 15) [b]Wrath (Ex): [/b] Kostchtchie’s rage is like no other. 3/day he can rage like a barbarian for 1 hour. He gains a +10 bonus to Str and Con, + 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 51 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 Cha-based. [b]Possessions: [/b] Kostchtchie is never without his black-blue maul. Recently he created the Frost Plate, which protects him from fire. [b]Frost Plate: [/b] 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 5d6 cold damage and 5d6 piercing damage from the spikes. [b]Maul of the Iron Wastes: [/b] 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 [i]+8 icy blast, sonic blast, vile, huge maul[/i]. A successful hit with the maul fills the target with numbing cold. The creature is [i]slowed[/i] as the spell for 10 rounds. Fort save DC 65 negates (Str-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 65 halves (Str-based). In the round following that, the ice turns into a foul liquid which causes the creature’s insides to waste away dealing 5d6 Con damage. Fort save DC 51 halves (Cha-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 [i]greater restoration[/i] of at least 35th level can cure the Con damage. [/QUOTE]
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