Kostomakh
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR 18 (+4) · DEX 12 (+1) · CON 16 (+3) · INT 10 (+0) · WIS 14 (+2) · CHA 8 (−1)
Saving Throws Wis +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 12
Languages Understands the languages it knew in life but can't speak
Challenge 6
Traits
Undead Fortitude. If damage reduces the Kostomakh to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Kostomakh drops to 1 hit point instead.
Harbinger of Misfortune. Creatures within 30 feet of the Kostomakh have disadvantage on saving throws against diseases and curses.
Ethereal Sight. The Kostomakh can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Grave Grasp (Recharge 5–6). As a bonus action, the Kostomakh can cause skeletal hands to reach from the ground in a 10-foot radius around it. The area becomes difficult terrain for creatures other than undead until the start of its next turn.
Actions
Multiattack. The Kostomakh makes two attacks: one with its Bone Claw and one with its Withering Touch.
Bone Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Withering Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature.
Hit: 18 (4d6 + 4) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
Horrifying Visage. Each non-undead creature within 60 feet of the Kostomakh that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a creature fails the saving throw by 5 or more, it is also paralyzed for the same duration. A frightened or paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Kostomakh's Horrifying Visage for the next 24 hours.
Reactions
Vengeful Glare. When a creature the Kostomakh can see within 30 feet harms it, the Kostomakh focuses its malevolent gaze on the attacker. The creature must make a DC 13 Wisdom saving throw. On a failed save, the creature is cursed with misfortune. For 1 minute, whenever the cursed creature makes an attack roll or saving throw, it must roll a d4 and subtract the result from its roll. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Lore
Creatures that are reanimated dead who have not found peace after death.
Creatures that are reanimated dead who have not found peace after death.
According to myths, they rise from their graves and wander at night, mainly in the places of their burial or nearby areas. Their appearance is often associated with curses, tragedies, or bad omens.
From The Witchwood Bestiary 5E, p. 58 · Fern Flower Press