Doma, Adviser to Kostchtchie

by CREEDOFWAR22

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Doma, Adviser to Kostchtchie

Finding a Dark Purpose

In the northern reaches of Faerun, Frost Giants are known to raid towns and villages for food and livestock. However, a certain clan of giants also takes humanoids as prisoners.


The Demon Lord of Frost Giants, Kostchtchie, is a horrific character who seeks absolute obedience. Those that serve him are given power of Wizardry and Dark Magic.


After raids, the frost giant mages would erect giant altars of ice where bloody sacrifices of prisoners would be made. There, they hoped their gifts would summon an aspect of Kostchtchie.


One of the raided villages contained a human boy named Doma. After being taken, the frost giants began to sacrifice prisoner after prisoner on their crimson altars of ice. Doma witnessed each sacrifice... even his parents. The frost giants laughed as they believed they had broken the boy who just stood there and said nothing. However, what they didn't know was that he didn't care.


Doma has no emotions. He only pretends to be happy and sad when he believes he is supposed to be so that he blends in. Now that the villagers and his family are dead, there is no longer a reason to pretend.


As he himself was about to be sacrificed, the tribe's prayers were answered and an aspect of Kostchtchie appeared.


He was pleased with the sacrifices but was offended that the frost giant leading the tribe was a woman. Due to his misogynistic ways, Kostchtchie cursed her with a violent death. As her body laid on the cold crimson colored ice, Kostchtchie demanded that the frost giants eat her remains.


The frost giants were stunned at the request. They wanted to please their lord after finally getting his attention but they could not bring themselves to do it. That is when Doma walked forward. The frost giants, still stunned, just watched as the boy knelt down by the dead giant and began to eat her arm.


Kostchtchie hates many creatures including demons like himself. However, this is subdued when he is entertained or intrigued like a child. Kostchtchie greeted the boy with admiration, congratulating him for following his demands when no one else had the grit. He then opened a portal to the Abyss inviting the boy to come and join him in the Iron Wastes. The boy stood with blood dripping down his face and asked "Will I be able to eat more?" Kostchtchie laughed and nodded.



Doma

Medium Demon, Chaotic Evil


  • Armor Class 22 (Natural Armor)
  • Hit Points 262 (25d8 + 168)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 23 (+6) 22 (+6) 20 (+5) 26 (+8)

  • Saving Throws Dex +15, Con +14, Int +14, Cha +16
  • Skills Acrobatics +15, Arcana +14, Perception +13, Insight +13, Sleight of hand +23, Religion +14, History +14
  • Damage Resistances poison, fire, lightning, and piercing, slashing, and bludgeoning from non-magical weapons
  • Damage Immunities cold
  • Condition Immunities charmed, frightened, and exhaustion
  • Senses truesight 120 ft., passive Perception 23
  • Languages Common, Abyssal
  • Challenge 28 (120,000 XP)

Traits

Poison Resistance. Doma has advantage on saving throws against being poisoned.

Insane Speed. Doma is insanely fast able to move across rooms instantly and swerve through storms of attacks.

Doma rolls an additional time for initiative taking two turns a round.

Doma has three reactions regaining them at the beginning of his first turn. He can use multiple reactions a turn.

Doma has Evasion from the PHB.

Adept Regeneration. Doma regains 20 hp at the start of each of his turns if he has at least 1 hp and isn’t in sunlight. If Doma takes radiant damage, this trait doesn’t function at the start of his next turn.

(2/day): If Doma were to drop to 0 hp or lose an appendage, he is immediately subjected to the affects of the spell Regenerate regrowing the lost appendage (even his head) immediately.




Chilled Air. Doma constantly fans his cold magic into the air entering the bodies of his foes. Whenever a creature ends its turn within 60 ft. of Doma, they must succeed a DC 22 Constitution saving throw or roll a d4.

1: The creature gets -1 to attack rolls

2: The creature gets -1 to dexterity checks and saves.

3: The creature gets -1 to AC

4: The creature gets -1 to physical damage rolls.

These modifiers stack. They are removed after the creature leaves the area for at least a minute.

Deathly Cold. Doma's cold damage treats resistance to cold as normal and immunity to cold as having resistance.

Sunlight Sensitivity Doma takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Legendary Resistance (3/day) Doma can choose to succeed on a saving throw that he fails

Magic Resistance Doma has advantage on saves against spells or magic.

Magic Weapon Doma’s attacks are considered magical for the purpose of overcoming resistances and immunities.

Actions

Barren Hanging Gardens. Doma can make any combination of three attacks and then casts a spell.

Frozen Lotus. Melee Weapon Attack:+15, Reach 5 ft., One Target. Hit: 16 (2d8 + 7) slashing damage.

As well, creatures in 10 ft. cone must succeed a DC 22 dexterity save or take 14 (3d8) cold damage as the fan attack creates an icy shower.

Lotus Vines. Melee Weapon Attack:+15, Reach 25 ft., One Target. Hit: (1d4+7) slashing and 2d6 cold damage. Or, Doma can choose to not do slashing damage and attempt a grapple instead.

Absorb. Doma can touch a medium sized creature that is dead and absorb their entire body regaining 7d8 hp.

Crystallin Divine Children Recharge (10 on D10) Doma creates a minature ice statue of himself that he can control. He can have up to five at a time.

As an action, he can control the children. Maintaining the children requires concentration and if lost, they melt.

Blood Demon Art "Cryokinesis".

Doma has the magic to create frost and ice from his flesh and blood. He can then control the ice freely creating many deadly techniques.


Innate Spellcasting (Recharge 8-10 on a d10)

Doma's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components or concentration.

Instead of using spell slots, Doma can cast a non (At will) spell after his ability to spell cast has recharged.

At will: Ice Knife

Scattering Lotus Doma creates a storm of ice petals that eviscerate nearby areas. Doma casts Cloud of Daggers at fifth level except it deals 5d4 cold and 5d4 slashing damage in two different 5 ft. cubes.

Freezing Cloud Doma creates a large freezing wind that is pushed by his fans. Doma casts Cloud Kill except it deals cold damage and its range is 5ft.

Wintry Icicles Doma manifests spears of ice above his target. Doma casts Conjure Volley except it deals 4d8 piercing and 4d8 cold damage.

Cold White Princesses Doma creates maidens of ice that blow a freezing wind. Doma casts Cone of Cold with the option of creating two 30 ft. cones that point in different directions dealing 4d8 cold damage each instead. As well, these maidens can appear up to 20 ft. away from Doma.

Whenever a creature fails one of Doma's spell saves, they must roll a d4 for Chilled Air.



Crystallin Divine Child

Small Construct (ice), Unaligned


  • Armor Class 18 (Ice Armor)
  • Hit Points 84 (10d6 + 44)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 19 (+4) N/A N/A N/A

  • Saving Throws Dex +11, Con +11
  • Skills Acrobatics +11, Sleight of Hand +11, Perception +6
  • Damage Vulnerabilities fire, thunder
  • Damage Resistances
  • Damage Immunities cold, poison, psychic
  • Condition Immunities exhaustion, poisoned, paralyzed, petrified
  • Senses Passive Perception 18
  • Languages None
  • Challenge N/A

Traits

  • Shared Demon Art The Crystalline Divine Child can cast any of the spells Doma can. However, it shares the recharge collectively with the other Divine children and with Doma. The spell DC is reduced to 20.
  • Puppet Doma can see and hear through the Child. If Doma does not use his action on his turn to control the Crystallin Divine Child, it is stunned until he uses an action to control it.

Doma can control the children as long as they are on the same plane of existence.

  • Deathly Cold The Child's cold damage treats resistance to cold damage as normal and immunity to cold damage as having resistance.
  • Magic Weapons The Child's attacks are considered magical for overcoming resistances and immunity to non-magical damage.

Actions

Multiattack The Child can make any combination of four attacks and cast a spell.

Frozen Lotus Melee Weapon Attack: +11, Reach 5 ft., One target. Hit: 11 (1d8 +5) slashing damage As well, creatures in 15 ft. cone must succeed a DC 18 dexterity save or take 1d8 cold damage as the fan attack creates an icy shower.

Lotus Vines Melee Weapon Attack: +11, Reach 25 ft., One target. Hit: (1d4 +5) slashing and 1d6 cold damage. Or, it can choose to not do slashing and attempt a grapple instead.



Water Lily Bodhivista

Gargantuan construct (Ice), unaligned


  • Armor Class 18 (Ice Armor)
  • Hit Points 175 (15d12 + 70)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 22 (+6) N/A N/A N/A

  • Damage Vulnerabilities fire, thunder
  • Damage Resistances Resistances
  • Damage Immunities cold, poison, psychic
  • Condition Immunities exhaustion, poisoned, paralyzed, petrified
  • Senses blindsight 20 ft., truesight 120 ft., passive Perception 23
  • Languages None
  • Challenge N/A

Traits

  • Siege Weapon The Bodhivista deals double damage to objects.
  • Enhanced Chilled Air At the beginning of the Bodhivista's turn, each creature within 60 ft. must succeed a DC 22 constitution save or roll a d4 on the Chilled Air Table.

As well, when a creature starts their turn within 60 ft, they must succeed a DC 22 constitution save or roll a d4.

  • Deathly Cold The Bodhivista's cold damage treats resistance to cold damage as normal and immunity to cold damage as having resistance.
  • Magic Weapons The Bodhivista's attacks are considered magical for overcoming resistances and immunity to non-magical damage.

Actions

Multiattack The Bodhivista makes two slam attacks and uses its Breath of Everfrost attack.

Slam Melee Weapon Attack: +16, Reach 15 ft., One Target. Hit: 4d12 (bludgeoning) and 2d8 cold damage. Instead of dealing bludgeoning damage, the bodhivista can choose to attempt a grapple. A creature takes 4d8 cold damage at the beginning of each of their turns while grappled.

Breath of Everfrost (Recharge 4-6) The Bodhivista exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 16d8 cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the save become restrained by ice until the beginning of Bodhivista's next turn.


Reactions 3/3

Parry Doma increases his own AC by 8 for a weapon attack being made against him that he can see.

Uncanny Dodge When Doma is hit by an attack from an attacker he can see, he can halve the damage taken.

Frozen Lotus Doma makes one Frozen Lotus attack against a creature entering his 5 ft. reach.

Lotus Vines Doma makes one Lotus Vines attack against a creature leaving his 5 ft. reach.

Water Lily Bodhivista (1/day) Doma summons Water Lily Bodhivista putting himself inside of the ice construct. While inside, Doma has full cover but is also paralyzed. Maintaining the Bodhivista requires concentration.


ART CREDIT! :)

Every Picture Koyoharu Gotouge

Ideas

Demon Arts and Ice Constructs r/Dragon_of_Eldritch Sweet tips and suggestions!

 

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