16 (natural armor)
85 (10d8+40)
walk 30 ft.
Con +7, Wis +4, Cha +5
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
Infernal, telepathy 120 ft.
8
Magical darkness doesn't impede Kovik's darkvision.
Kovik has advantage on saving throws against spells and other magical effects.
Kovik makes two attacks with its chains.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if Kovik isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Up to four chains Kovik can see within 60 feet of it magically sprout razor-edged barbs and animate under Kovik's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Kovik uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if Kovik is incapacitated or dies.