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) |
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 |
- 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.
- 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.
- Melee Weapon
- Attack: +6 to Hit.
- Reach: 5ft.
- One Target.
- Hit: 12 (2d8 + 4) Piercing Damage
- 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.
- 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.
- 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
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
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) |
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
Remove these ads. Join the Worldbuilders Guild
Comments