Sei froh Bahram, dass Du kein Wish gewirkt hast
Kostchtchie (Demon Prince of Wrath)
CE Large outsider (chaotic, cold, demon, evil, extraplanar)
Init +10; Senses darkvision 60 ft., true seeing; Perception +45
Aura unholy aura (DC 26)
DEFENSE
AC 56, touch 33, flat-footed 50 (+11 armor, +3 Dex, +12 natural, –1 size, +8 insight, +8 profane, +5 deflection)
hp 536
Fort +31, Ref +24, Will +19
DR 20/cold iron and good; Immune cold, electricity, poison; Resist acid 10, fire 10; SR 34
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft.
Melee Huge +4 cold iron thundering icy burst warhammer +48/+43/+38/+33 (3d6+26/19–20/x3 plus stunned)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 23rd)
Constant—true seeing, unholy aura (DC 26)
At will—command (DC 19), bestow curse (DC 21), blasphemy (DC 25), deeper darkness, detect good, dispel good, greater dispel magic, greater teleport (self plus 50 pounds of objects only), magic circle against good, telekinesis (DC 23), tongues (self only), wall of ice, wind walk
3/day— poison (DC 20), summon (level 9, 4d10 dretches, 2d4 babau, 1d4 hezrous, 1d2 nalfeshnees, 1 balor, or 1 marilith 100%)
1/day—harm (DC 24)
Spells Prepared (CL 20th; cold-based spells CL 22nd)
9th—foresight, mage's disjunction (DC 26), mass suffocation (DC 26), dominate monster (DC 26)
8th—incendiary cloud (DC 25), mind blank, polar ray (22d6), trap the soul (DC 25)
7th—control weather, delayed blast fireball (DC 24), delayed blast coldball (DC 24; as delayed blast fireball (but deals cold damage), insanity (DC 24), waves of exhaustion
6th—chain lightning (DC 23), acid fog, control water, freezing sphere (DC 23), move earth
5th—baleful polymorph (DC 22), cone of cold (DC 22), hold monster (DC 22), mind fog (DC 22), transmute rock to mud (DC 22)
4th—confusion (DC 21), enervation, ice storm, solid fog, wall of ice (DC 21)
3rd—coldball (DC 20; as fireball but deals cold damage), lightning bolt (DC 20), sleet storm, stinking cloud (DC 20), vampiric touch, wind wall
2nd—blur (DC 19), fog cloud, glitterdust (DC 19), see invisibility, shatter (DC 19), touch of idiocy
1st—expeditious retreat, frost finger (DC 18; as burning hands (but deals cold damage), jump, obscuring mist, protection from law, true strike
0 (at will)—daze (DC 17), detect magic, light, ray of frost
STATISTICS
Str 41, Dex 22, Con 37, Int 25, Wis 27, Cha 26
Base Atk +29; CMB +45; CMD 77
Feats Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (warhammer), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Intimidate), Weapon Focus (warhammer)
Skills Acrobatics +25, Bluff +30, Climb +36, Diplomacy +36, Escape Artist +30, Handle Animal +37, Intimidate +46, Knowledge (arcana) +36, Knowledge (planes) +39, Knowledge (religion) +36, Perception +45, Ride +35, Sense Motive +25, Spellcraft +36, Survival +40; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Giant, Ignan, Infernal, Terran; telepathy 100 ft.
SQ planar omniscience
Gear heavy fortification +5 breastplate as bracer, +4 cold iron thundering icy burst warhammer, ring of protection +5 as talisman (dead child in a chage) with three wishes
Kostchtchie’s unique weapon is a Huge +4 cold iron thundering icy burst warhammer, which he wields two-handed. When used by Kostchtchie, on a successful hit the target must make a DC 39 Fortitude save or be stunned for 2d4 rounds. Kostchtchie does not suffer any penalty while wielding the oversized weapon. The save DC is Strength-based.