BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Krampus


Krampus is a large Fiend from the fifth layer Stygia of The Hells.

Krampus wears layers of a dark crimson cloak over his hunched body. He has goat-like hooves, clawed hands, curved horns that point upwards, and pointy ears. Thick fur covers most of his body, and forms a thick, long white beard on his pale face. His tongue is long, large and menacingly sharp, and he bears sharp fangs. In the dark, Krumpus appears carrying a lantern. He wears a large bag on his back, held by heavy ropes of numerous knots, in which he puts his victims to The Hells with him.

The sounds of chains prelude his appearance - along with an icey chill into a creatures bones. The chains are said to tie him to the depths of The Hells.

The dark side of the Spirit of joy in the world of Esau. Krampus scours the world in the wake of each Enjils Aura Sitaare, flogging bad children, and even sometimes adults. The worst of the children are bagged up and brought back to The Hells for later - saved for more sinister purposes. Krampus is said to stand around 14 feet tall and is covered in wiry, coarse hair. His face is gaunt.

Krampus resides within the cold of Stygia, (the 5th layer of The Hells), and uses a gateway through to Pandesmos in Pandemonium, to travel onto Esau each Enjils Aura Sitaare.



Large Fiend - lawful evil
Armour Class = 17 (natural armour)
Hit Points 350 (20d10 + 150)
Speed 40 ft - climbing 20 ft

STR = 20 (+5)
DEX = 10 (+0)
CON = 18 (+4)
INT = 15 (+2)
WIS = 20 (+5)
CHA = 15 (+2)

Saving Throws INT +7, WIS +10, CHA +7
Skills Perception +15
Senses: Truesight = 120 ft., Passive Perception = 25
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, Exhaustion, frightened, poisoned
Languages = reads, speaks and writes all languages; telepathy 120 ft.
Challenge 13 (10,000 XP)

Innate Spellcasting = Krampus’ spellcasting ability is Charisma (spell save DC 16).
He can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, protection from evil and good
3/day: darkness, hold monster, sleep
1/day: animate objects, creation, plane shift
Legendary Resistance (3/day). If Krampus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Krampus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Krampus’ weapon attacks are magical.

ACTIONS
Hoof Slam
Melee Weapon Attack = +5 to hit, reach 5 ft., one target.
Hit = 14 (4d6) bludgeoning damage.

Multiattack = Krampus can use his Chain Rattle. He then makes two attacks with his ruten. He can replace one of his ruten attacks with his grab attack.

Grab = Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: the target is grappled by Krampus (escape DC 14). If Krampus grapples the target, he can use his bonus action to stuff the creature into his bag.

Chain Rattle = Each creature of Krampus’ choice that is within 60 feet of him and can hear him must succeed on a DC 16 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 Krampus’ Chain Rattle for the next 24 hours.

Stuff = Krampus makes a grab attack against a Medium or smaller target he is grappling. If the attack hits, the target is stuffed in Krampus’ bag, and the grapple ends. While stuffed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the bag. At the start of each of the character’s turns, it can attempt to climb out of the bag by making a successful DC 17 escape check. On a successful check, the target falls prone in a space within 5 feet of the bag. If the bag is destroyed, all captured creatures within are destroyed along with it and can only be brought back to life with a wish spell or similar magic.

Krampus’ Little Helpers.
As an action, Krampus can summon 2d6 Ice Merphits.

Presents
Krampus reaches into his magical sack and throws three of the following magical presents at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Starlight Cheer = The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Krampus for 1 hour, or until Krampus harms the creature.
Tuneful = The targeted creature must succeed on a DC 16 Wisdom saving throw or the target begins a comic dance in place: shuffling, tapping its feet, and capering for the 1 minute. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.
Mistletoe = The targeted creature must succeed on a DC 16 Charisma saving throw or have magical mistletoe appear above it for 1 minute. Each creature that is friendly to the target that can also see the target must make a DC 16 Wisdom saving throw or become charmed until the mistletoe effect ends or until they are dealt damage by the creature under the mistletoe. Charmed creatures can only use their movement to get closer to the creature and must take their action when within 5 feet to try to kiss the creature with the mistletoe effect. The target can repeat the saving throw at the end of each of its turns, ending the mistletoe effect on itself on a success.
Sticky Pudding = The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target is covered in Sticky Pudding and its speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Burning = The targeted creature must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
Tinsel = If the target is a creature, it must succeed on a DC 16 Strength saving throw or Krampus wraps it in tinsel and moves it up to 30 feet in any direction. It is restrained by Krampus’s tinsel until the start of Krampus’s next turn or until Krampus is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Krampus can also exert fine control on objects with this present, such as manipulating a simple tool or opening a door or a container.
Starlight Explosion present. The targeted creature must succeed on a DC 16 Constitution saving throw or be blind and deaf 1 minute. If it succeeds on a DC 16 Constitution saving throw at the end of its turn, they can see and hear again.
Icicle = The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn into an Ice Merphit and is restrained. It must succeed a DC 16 Constitution saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned into Ice Merphit and fights for Krampus until freed by the greater restoration spell or other magic.
Hailstones = A hail of rock-hard ice pounds to the ground in a 20-foot-wide, 40-foot-high cylinder. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of Effect into Difficult Terrain until the end of your next turn.
Naughty or Nice = The targeted creature must provide one reason it should be on the nice list as opposed to the naughty list and then make a DC 20 Charisma (Persuasion) check. On a success, the target is healed for 35 (7d10). On a failure, the target takes 35 (7d10) necrotic damage.
The target dies if the present reduces it to 0 hit points. Krampus does not attack a creature that succeeds on the Persuasion check until it damages Krampus at which point the creature will automatically fail future Persuasion checks against Krampus.

LEGENDARY ACTIONS

Krampus can take 3 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. Krampus regains spent legendary actions at the start of its turn.

Misty Step = Briefly surrounded by cold mist, he teleport up to 30 feet to an unoccupied space that he can see.

Present = Krampus throws one random present.

Hoof Slam = Krampus makes one Hoof Slam against a creature within range.



Mental characteristics

Personal history

Esau lore, tells of six powerful sorcerers in Munlef region of Malnax, feared society was losing their moral compass, summoned the Archdemon Krampus, during the Enjils Aura Sitaare celebrations.

Originally, the Archdemon acted as a sort of moral arbiter, by punishing those adults who misbehaved by reverting them back into children. However, the region's petty crimes corrupted its soul over time. The sorcerers tried to trap krampus within Pandemonium, however if only proved to anger the Archdemon. It developed a thirst for flesh, returning to unleash terror even after the sorcerers broke the circle, before dying at the hands of Krampus.

Current Location
Children
Pronouns
He / Him
Gender
male
Eyes
Icey fire - angry
Hair
wiry, coarse pale grey
Skin Tone/Pigmentation
pale white
Height
14-foot-tall
Weight
1,000 pound

Comments

Please Login in order to comment!