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Encounter 5.3: Krampus

When the encounter is complete, Go to Scene 5.4: An end to Terror...for now. 

Backdrops

Encounters

Krampus

Large monstrosity, neutral evil
Armor Class: 16
Hit Points: 100 (12d8 + 44)
Speed: 30ft
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 13 (+1) 16 (+3)
  Skills: Intimidate +5, Insight +4, Stealth +4
Damage Immunities: Cold
Condition Immunities: Charmed
Senses: Darkvision 60ft, Passive Perception 12
Languages: Common, Sylvan
Challenge: 5 (1,500 XP)
 

Special Abilities

  Spellcasting: Krampus is a 5th-level spellcaster. His casting ability is Charisma (Save DC 15, +5 to hit with spell attacks. Krampus knows the following spells.
Cantrip (At-will) 1st Level (4 times/day) 2nd Level (3 times/day) 3rd Level (2 times/day)
Ray of Frost
Minor Illusion
Thaumaturgy
Ice Knife
Shield
Snilloc's Snowball Storm
Mirror Image
Sleet Storm
Tidal Wave
  Winter Wonderland: 
  • The aura of Krampus is such that the weather around him changes.
  • 4-mile Radius: Varying degrees of snow.
  • 40-mile Radius: weather is simply colder and more "winter" like than normal.
He Sees You When You're Sleeping:
  • Krampus can take the hide action as a bonus action.
  • Krampus can attempt to hide when only lightly obscured by heavy rain, mist, falling snow or any winter weather.

Actions

  • Multiattack: Krampus can make two attacks. One with his gore and one with his Lump of Coal.
Gore: 
  • Melee Weapon 
  • Attack: +6 to Hit. 
  • Reach: 5ft. 
  • One Target. 
  • Hit: 12 (2d8 + 4) Piercing Damage
Lump of Coal:
  • Ranged Weapon 
  • Attack: +4 to hit. 
  • Reach: 60ft. 
  • One Target. 
  • Hit: 9 (1d10 +4) Fire Damage
 

Legendary Actions

  Krampus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature turn. Krampus regains legendary actions at the start of his turn.   Birch Switch: 
  • Cost - 1 action 
  • Melee Weapon Attack. +6 to hit. Range 5ft. One Target. 
  • Hit: 7 (1d4 + 5) slashing damage. 
  • Additionally, anyone struck by the Birch Switch must make a DC 15 constitution save or writhe in pain. Creatures who fail their save may only take a bonus action on their next turn.
Solstice Stalker: 
  • Cost - 2 action
  • Krampus teleports up to 20 ft. away and gains the benefit of an invisibility spell until the beginning of his next turn.
Krampus's Sack: 
  • Cost - 2 Action 
  • Krampus attempts to grapple a medium size or smaller creature.
  • On a successful grapple, Krampus stuffs the target creature into his sack.
  • Krampus's Sack is an extraplanar bag. Creatures inside Krampus's Sack cannot be targeted by outside effects.
  • If Krampus's Sack takes 20 points of slashing damage in a single turn, the inhabitants are expelled landing prone adjacent to Krampus.
Kobold
Small humanoid, lawful evil 
Armor Class: 12 
Hit Points: 5 (2d6-2) 
Speed: 30ft
STR DEX CON INT  WIS CHA
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Senses: Darkvision 60 ft., Passive Perception 8
Languages: Common, Draconic
Challenge: 1/8 (25 XP)
  Pack Tactics. The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies are within 5 feet of the creature and the ally isn't incapacitated.   Actions   Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 4 (1d4+2) piercing damage
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage
Plot type
Encounter

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