Krampus

Medium devil, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 102 (12d8 + 48)
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 14 (+2)

  • Skills Athletics +7, Intimidation +8, Perception +7, Religion +4, Survival +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Abyssal, Common, Kringle
  • Challenge 8 (3,900 XP)

Magic Resistance. Krampus has advantage on saving throws against spells and other magical effects.

The Bells of Krampus. Each creature nominated for punishment that is within 120 ft. and is aware of Krampus' presence must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A 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 Bells of Krampus for the next 24 hours.

Spare the Rod, Spoil the Child. Krampus' specialty is striking naughty and unruly children. He receives a +2 damage bonus against small creatures, +2 damage bonus against chaotic creatures, and a +2 damage bonus against evil creatures.

Actions

Multiattack. Krampus makes two attacks with its claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

The Chains of Krampus. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is then grappled (escape DC 14). Krampus may have two creatures grappled at one time.

Not To Reward, But To Punish... (1/turn). Krampus fiercely pulls one of its chains, in an attempt to throw a grappled creature into the basket it carries. If Krampus' basket is within 30 ft. of it, the target must make a DC 15 Strength saving throw. On a failed save, the target is flung into Krampus' basket. If the basket is not near Krampus, then Krampus cannot attempt this action.
    Creatures inside the basket exist in their own extradimensional space, regardless of how many creatures are in the basket. Trapped creatures are surrounded by objects representing the sins they've committed as an adventurer.
    Each round at the end of their turn, trapped creatures must succeed a DC 15 Wisdom saving throw to escape the bag. They may also escape by destroying any one of the representations. Each object has an AC of 10 and 5 hit points.
    Optional: Creatures that escape by destroying the objects representing their sins are cursed to turn into a Krampus once the Krampus that trapped them is slain.