Closed adventuremagic123 closed 4 years ago
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Kostchtchie (Demon Lord) CR 26 XP 2,457,600 Kostchtchie (Pathfinder RPG Bestiary 4 48) CE Huge outsider (chaotic, cold, demon, evil, extraplanar) Init +6; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +52 (+56 vs. humans and giants, or +8 vs. female humans and giants) Aura frightful presence (120 ft., DC 33), unholy aura (DC 26)
Defense
AC 44, touch 30, flat-footed 38 (+4 deflection, +6 Dex, +14 natural, +12 profane, -2 size) hp 604 (31d10+434); regeneration 30 (deific or mythic) Fort +35, Ref +20, Will +31 Defensive Abilities Abyssal resurrection, freedom of movement, rock catching; DR 20/cold iron, 20/epic, 20/good; Immune ability damage, ability drain, charm, cold, compulsion, death effects, electricity, energy drain, petrification, poison; Resist acid 30, fire 30; SR 37 Weaknesses vulnerability to fire
Offense
Speed 60 ft., climb 60 ft. Melee +5 icy burst adamantine warhammer +53/+48/+43/+38 (3d6+24/19-20/×3 plus 1d6 cold) or slam +48 (1d8+19 plus grab) Ranged rock +36/+31/+26/+21 (2d6+28) Space 15 ft.; Reach 15 ft. Special Attacks clutch foe, crushing blow, favored enemy (giants +4, humans +4, see below), powerful slam, rock throwing (600 ft.), vengeful strike Spell-Like Abilities (CL 26th; concentration +34) Constant—air walk, detect good, detect law, freedom of movement, true seeing, unholy aura At will—astral projection, blasphemy[M] (DC 25), cone of cold[M] (DC 23), desecrate[M], enlarge person[M] (DC 19), greater dispel magic, greater teleport, shapechange, telekinesis[M] (DC 23), unhallow, unholy blight[M] (DC 22) 3/day—polar ray[M], power word stun[M], summon demons, symbol of stunning (DC 25) 1/day—mass icy prison[UM] (DC 27), polar midnight[UM] (DC 27), time stop[M] M Kostchtchie can use the mythic version of this ability in his realm.
Statistics
Str 48, Dex 23, Con 38, Int 25, Wis 30, Cha 27 Base Atk +31; CMB +52 (+54 bull rush, +56 grapple, +56 sunder); CMD 84 (86 vs. bull rush, 86 vs. sunder) Feats Awesome Blow, Catch Off-guard, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Critical Focus, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (warhammer), Improved Sunder, Improved Vital Strike, Power Attack, Quick Draw, Staggering Critical, Vital Strike Skills Acrobatics +6 (+18 to jump), Bluff +42 (+46 vs. humans and giants, or +8 vs. female humans and giants), Climb +58, Intimidate +42, Knowledge (arcana) +41 (+45 vs. humans and giants, or +8 vs. female humans and giants), Knowledge (engineering) +38 (+42 vs. humans and giants, or +8 vs. female humans and giants), Knowledge (local) +41 (+45 vs. humans and giants, or +8 vs. female humans and giants), Knowledge (planes) +41 (+45 vs. humans and giants, or +8 vs. female humans and giants), Knowledge (religion) +38 (+42 vs. humans and giants, or +8 vs. female humans and giants), Perception +52 (+56 vs. humans and giants, or +8 vs. female humans and giants), Sense Motive +44 (+48 vs. humans and giants, or +8 vs. female humans and giants), Spellcraft +41, Stealth +32, Survival +10 (+14 vs. humans and giants, or +8 vs. female humans and giants), Use Magic Device +39; Racial Modifiers +8 Perception Languages Abyssal, Celestial, Common, Draconic, Giant; telepathy 300 ft. Other Gear +5 icy burst adamantine warhammer
Ecology
Environment any cold (abyss) Organization solitary (unique) Treasure triple (+5 adamantine icy burst warhammer, other treasure)
Special Abilities
Abyssal Resurrection (1/year) (Ex) If killed, resurrect self on home plane. Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something. Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons. Climb (60 feet) You have a Climb speed. Clutch Foe (Ex) If use 1 hand to grapple foe, swift action checks & constrict, throw, or use as weapon. Critical Focus +4 to confirm critical hits. Crushing Blow (1/round, DC 44) (Su) Warhammer attack ignores hardness/DR & free trip on hit. Stun 1 rd + stagger 1d6 rds (Fort part). Damage Reduction (20/cold iron) You have Damage Reduction against all except Cold Iron attacks. Damage Reduction (20/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus). Damage Reduction (20/good) You have Damage Reduction against all except Good attacks. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks. Favored Enemy (giants +4, humans +4, see below, 1/day) (Su) Double bonus if favored enemy is female. Activate to declare any foe as a favored enemy. Frightful Presence (120 ft., 5d6 rounds, DC 33) Those in area of effect become frightened or shaken (Will neg.) Grab: Slam (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Greater Sunder When destroying an item, extra damage is transferred to the wielder. Immunity to Ability Damage Immunity to ability damage Immunity to Ability Drain Immunity to ability drain Immunity to Charm You are immune to charm effects. Immunity to Cold You are immune to cold damage. Immunity to Compulsion You are immune to compulsion. Immunity to Death Effects You are immune to death effects. Immunity to Electricity You are immune to electricity damage. Immunity to Energy Drain Immune to energy drain Immunity to Petrification You are immune to Petrification. Immunity to Poison You are immune to poison. Improved Bull Rush You don't provoke attacks of opportunity when bull rushing. Improved Sunder You don't provoke attacks of opportunity when sundering. Power Attack -8/+16 You can subtract from your attack roll to add to your damage. Powerful Slam (Ex) Kostchtchie's slam attack is considered a primary attack even when he uses a weapon in his other hand, and he always adds his full Strength bonus to damage dealt with his slam attack. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Regeneration 30 (deific or mythic) Heal HP quickly and cannot die. Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save. Rock Throwing (600 ft.) (Ex) You can throw big rocks. They hurt. Spell Resistance (37) You have Spell Resistance. Staggering Critical (DC 41) Critical hit staggers target Summon Demons (3/day) (Sp) Summon any demon or combination of demons whose total combined CR is 20 or lower with a 100% chance of success. Telepathy (300 feet) (Su) Communicate telepathically if the target has a language. Vengeful Strike (1/round) (Su) Make AoO vs. foe who hits you (18-20 to crit). If female, also crushing blow. Vital Strike Standard action: x2 weapon damage dice. Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.