![[KoscheiPathfinder.webp]] # Koschei _Human Immortal | [[Baba Yaga]]'s Advisor | [[Baba Yaga's Dancing Hut]]_ ## Summary Koschei the Deathless, an immortal advisor who served as [[Baba Yaga]]'s representative and caretaker of her Dancing Hut. He gave the party context about [[Belaam|Owynn Firesong]]'s fatal visit to [[Baba Yaga]] before turning hostile when they freed [[Nemesis]] from her prison. [[Dusk]] later defeated him, though his immortality made it a temporary setback. %% ## Now Defeated by [[Dusk]] but not dead — his soul is hidden by magic and cannot be permanently killed. A temporary setback. ## Personality Bound to [[Baba Yaga]]'s service and confident in his own immortality. Turned hostile the moment the party crossed his mistress's interests. ## Connections **[[Baba Yaga]]** — serves as her advisor and caretaker of her Dancing Hut. **[[Jim]]** — trapped him in a Forcecage during the party's escape with [[Nemesis]]. **[[Dusk]]** — found him alone in the Hut and defeated him. ## Background **The Deathless:** Cannot be permanently killed — his soul is hidden through complex magic. **Owynn's Fate:** Provided the party with historical context about [[Belaam|Owynn Firesong]]'s visit to [[Baba Yaga]], where he asked for the name of [[Tharizdun|the Chained God]] and died from the revelation. **The Turn:** Became hostile after the party freed [[Nemesis]] from her prison; [[Jim]] trapped him in a Forcecage during the escape. [[Dusk]] later found him alone and defeated him in a quick magical clash. ## Stats *Official bestiary stat block — Tome of Beasts.* *Medium Fiend, Neutral Evil* **AC** 18 (natural armor) | **HP** 135 (18d8 + 54) | **Speed** 30 ft. **CR** 17 (18,000 XP) | **Proficiency Bonus** +6 | STR | DEX | CON | INT | WIS | CHA | |:---:|:---:|:---:|:---:|:---:|:---:| | 22 (+6) | 12 (+1) | 17 (+3) | 17 (+3) | 13 (+1) | 21 (+5) | **Saving Throws** Dex +7, Wis +7, Cha +11 **Skills** Arcana +9, Insight +7, Perception +7 **Damage Resistances** cold, lightning **Damage Immunities** necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons **Condition Immunities** charmed, exhaustion, frightened **Senses** Darkvision 60 ft., Passive Perception 17 **Languages** Abyssal, Common, Celestial, Dwarvish, Infernal ### Traits **Hidden Soul.** A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and he failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die—if killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature. **Innate Spellcasting.** Koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components: - At will: detect magic, phantom steed, scorching ray, sending - 3/day each: invisibility, magic missile, shield - 2/day each: animate objects, cone of cold, hypnotic pattern - 1/day each: disintegrate, meteor swarm, true polymorph **Legendary Resistance (3/day).** If Koschei fails a saving throw, he can choose to succeed instead. **Magic Weapons.** Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below). ### Actions **Multiattack.** Koschei makes two longsword attacks and one drain life attack. **Longsword.** Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage. **Drain Life.** Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. ### Legendary Actions Koschei 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. Koschei regains spent legendary actions at the start of its turn. **Attack.** Koschei makes one attack with his longsword. **Teleport.** Koschei teleports to an unoccupied space he can see within 40 feet. **Drain (2 actions).** Koschei makes one attack with Drain Life. ### Koschei's Lair Koschei's lair is the crumbling remains of his ancient castle. #### Lair Actions On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can't use the same effect two rounds in a row: - Koschei creates a whirlwind centered on a point he can see within 100 feet (10 feet wide, up to 50 feet tall). A creature in the area when created or that enters it on its turn must make a DC 15 Strength saving throw. On failure, the creature is restrained and takes 18 (4d8) bludgeoning damage. A restrained creature can escape with a successful DC 15 Strength check as an action (success moves it 5 feet outside the area). - Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature: +8 to hit; Hit: 10 (3d6) necrotic damage. - Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On failure, the creature still casts the spell, but it must target a creature other than Koschei. #### Regional Effects - Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. Foraging by hunting yields only half the normal amount of food. - Wind and snowstorms are common within 5 miles of the lair. - Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic and knows the direction to the caster. If Koschei dies, conditions return to normal over the course of 1d10 days. %%