Krampus, Fell Devourer of Christmas
Large fiend, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 500 (40d10+280)
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
- Saving Throws Dex +8, Con +13, Wis +10
- Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities cold
- Condition Immunities charmed, exhaustion, frightened
- Senses truesight 120 ft., passive Perception 14
- Languages all, telepathy 120 ft.
- Challenge 20 (25,000 XP)
Aggressive. As a bonus action, Krampus can move up to its speed toward a hostile creature it can see.
Christmas Weakness. If Krampus is subjected to an exceptionally powerful display of Christmas cheer (such as children singing carols or a touching moment of generosity), he must make a Charisma saving throw, with the DC determined by the DM. On a failed save, Krampus is subject to cumulative effects with each sequential failed saving throw:
1 fail: Krampus loses his Magic Resistance trait.
2 fails: Krampus loses his Innate Spellcasting trait.
Each subsequent fail: each of Krampus' ability scores is decreased by 2. This effect cannot reduce any ability score below 10. Reduce Krampus's bonuses, save DCs, and maximum hitpoints accordingly.
All effects accumulated from Christmas Weakness are removed when Krampus finishes a long rest.
Innate Spellcasting. Krampus’ spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no components:
At will: detect evil and good, snowball swarm (5th level)
3/day: darkness, hold person, sleep
1/day: cone of cold, wall of ice
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.
Actions
Multiattack. Krampus uses his Chain Rattle, and makes two attacks with his Birch Switch.
Chain Rattle. Each creature of Krampus’ choice that is within 60 feet of him and can hear him must succeed on a DC 21 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.
Birch Switch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) slashing damage, and if the target is a creature, it must succeed on a DC 22 Constitution saving throw or its movement is halved until the end of its next turn.
Chain Lash. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 13 (2d4+8) slashing damage, and the target is grappled (escape DC 22). Until the grapple ends, the target is restrained, and Krampus cannot use his Chain Lash on another target.
Sack Stuff. One Medium or smaller creature within 5 feet of Krampus that he is grappling must make a DC 22 Strength saving throw. On a failed save, Krampus stuffs the creature headfirst into his sack, and the grapple ends. While in the sack, the creature is blinded and restrained, and has total cover against attacks and other effects outside the bag. A creature inside the sack can use an action on its turn to escape the bag by making a successful DC 22 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target falls prone in a space within 5 feet of the sack. If the sack is destroyed, all creatures inside it are destroyed as well, and can only be brought back to life by means of a Wish spell or similar magic.
Legendary Actions
Krampus can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Krampus regains spent legendary actions at the start of its turn.
Attack. Krampus makes one Birch Switch or Chain Lash attack, or casts Snowball Swarm.
Pounce. Krampus moves up to his speed without provoking opportunity attacks.
Abbreviated Version
If the above statblock is too lengthy for your convenience, consider using this abbreviated version once you've gotten roughly familiar with the longer one.
#### #### Spell Name
Spell Type
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.
Spell Type
- Casting Time: Casting Time
- Range: Range
- Components: V, S
- Duration: Duration
A description bursts from the caster's fingers and spreads at the speed of the reader's comprehension.
Size, Alignment
- Armor Class AC
- Hit Points Hitpoints
- Speed Speed
STR DEX CON INT WIS CHA Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)
- Saving Throws saving_throws
- Skills skills
- Damage Vulnerabilities damage_vulnerabilities
- Damage Resistances Resistances
- Damage Immunities Damage_Immunities
- Condition Immunities condition_Immunities
- Senses Senses
- Languages Languages
- Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
General Ability Description. General Attack Description
Krampus
Large fiend, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 500 (40d10+280)
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
- Saving Throws Dex +8, Con +13, Wis +10
- Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities cold
- Condition Immunities charmed, exhaustion, frightened
- Senses truesight 120 ft., passive Perception 14
- Languages all, telepathy 120 ft.
- Challenge 20 (25,000 XP)
Aggressive. Bonus action move toward visible enemy.
Christmas Weakness. CHA saves against powerful Christmas cheer. First fail => loss of Magic Resistance. Second fail => loss of Innate Spellcasting. Subsequent fails: -2 to all abilities, min 10, all derivative values affected accordingly. Clear all effects after a long rest.
Innate Spellcasting. CHA casting (DC 21), no components. At will: detect evil and good, snowball swarm (5th level). 3/day: darkness, hold person, sleep. 1/day: cone of cold, wall of ice
Legendary Resistance (3/day).
Magic Resistance.
Actions
Multiattack. Chain Rattle and 2x Birch Switch.
Chain Rattle. Any chosen w/in 60 feet => DC 21 or frightened for 1m; resave at end of turn; save => immune 24h.
Birch Switch. Melee Weapon: +14, 5 ft., 2d8+8 slashing & DC 22 CON save or half movement until end of next turn.
Chain Lash. Melee Weapon: +14, 30 ft., 2d4+8 slashing & grapple (DC 22 escape check); restrained while grappled.
Sack Stuff. Grappled creature: DC 22 STR or stuffed into sack & grapple ends; blind & restrained in sack, total cover; action for DC 22 escape check.
Legendary Actions (3/round)
Attack. 1x Birch Switch, Chain Lash, or Snowball Swarm
Pounce. Move full speed, no opportunity attacks.