Creature Reference Back to Creatures

Koschei

Medium · Fiend · CR 17 · Neutral Evil

Source. Tome of Beasts
Armor Class
18 (natural armor)
Hit Points and Hit Dice
135 (18d8+54)
Challenge Rating CR
17

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
12
+1
CON
17
+3
INT
17
+3
WIS
13
+1
CHA
21
+5

Overview

Category Monsters
Size Medium
Type Fiend
Alignment Neutral Evil
XP 18000
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 17

Saving Throws

Dexterity +7 Wisdom +7 Charisma +11

Skills

Arcana +9 Insight +7 Perception +7

Languages

Abyssal, Common, Celestial, Dwarvish, Infernal

Resistances & Immunities

Damage Immunities
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Resistances
cold, lightning
Condition Immunities
charmed, exhaustion, frightened

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

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 Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is 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

Koschei's 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. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it's created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage from the buffeting wind. A restrained creature can escape from the whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies.

  • Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 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 a failure, the creature still casts the spell, but it must target a creature other than Koschei.

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).

Regional Effects

the region containing Koschei's lair is warped by Koschei's magic, which creates one or more of the following effects:

  • Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields 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 (innate, the caster's class, or a magic item) and knows the direction to the caster.

if Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days.

Actions

Drain Life

+11 to hit, reach 5 ft (1.5 m). Hit: 4d6 necrotic damage.

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 from this attack, 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.

Longsword

+12 to hit, reach 5 ft (1.5 m). Hit: 1d8 necrotic damage.

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.

Multiattack

Koschei makes two longsword attacks and one drain life attack.

Legendary Actions

Attack

Cost 1

Koschei makes one attack with his longsword.

Drain

Cost 1

Koschei makes one attack with Drain Life.

Teleport

Cost 1

Koschei teleports to an unoccupied space he can see within 40 feet.

About Koschei

Koschei is a medium fiend with a Challenge Rating of 17. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 135 hit points (derived from 18d8+54).

Koschei has communication capabilities including Abyssal, Common, Celestial, Dwarvish, Infernal. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Koschei

2 tips available

When using Koschei in your D&D 5e campaign, consider these tactical approaches:

  • Boss Encounter: Suitable for climactic moments
  • Multi-phase Battle: Plan dramatic tension with multiple phases

Player Guide: Facing Koschei

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Major Threat: Prepare for epic battle
  • Resource Management: Conserve powerful abilities

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 17.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 30,600 XP
  • Hard: 45,900 XP
  • Deadly: 61,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Koschei?
Koschei has a Challenge Rating of 17, making it appropriate for parties of level 17.0.
What type of creature is Koschei?
Koschei is a Medium Fiend, which affects how certain spells and abilities interact with it.
What languages does Koschei speak?
Koschei can communicate in Abyssal, Common, Celestial, Dwarvish, Infernal.

Related D&D 5e Content

Related Creatures