Krampus

Large devil, lawful evil

Armor Class 17 (natural armor)

17 (natural armor) Hit Points 76 (9d10 + 27)

76 (9d10 + 27) Speed 40 ft.

STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 9 (–1) 15 (+2) 20 (+5)

Saving Throws Dex +6, Wis +6, Cha +9

Dex +6, Wis +6, Cha +9 Skills Athletics +7, Insight +6, Intimidation +9, Investigation +3, Perception +6, Sleight of Hand +6, Stealth +6

Athletics +7, Insight +6, Intimidation +9, Investigation +3, Perception +6, Sleight of Hand +6, Stealth +6 Damage Resistances fire

fire Damage Immunities cold

cold Senses darkvision 120', sense children 300', passive Perception 16

darkvision 120', sense children 300', passive Perception 16 Languages Infernal, Sylvan, Common

Infernal, Sylvan, Common Challenge 9 (5000 XP)

Naughty List. Krampus receives a +2 bonus to attack rolls and grapple checks, and he deals an additional 1d6 cold damage and 1d6 fire damage to any creatures who have partaken in evil or mischievous acts in the past month. In addition, until Krampus makes its first attack, it is invisible to those who are pure of heart.

Actions

Bundle of Switches. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.

Lump of Coal. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 10 (1d6 + 3) bludgeoning damage.

Snatch and Stow. Krampus makes a special grapple attack against one character within 25 ft. using his chains, if successful the Krampus may shove the creature into its sack where the creature is considered blinded and restrained. A character trapped in this way takes 1d10 psychic damage at the start of their turn and then may spend an action to attempt to make a DC 16 Strength Check to free themselves from Krampus' sack. It has total cover from any attacks and other effects outside the sack. If the sack takes 20 slashing damage in any one turn then the inhabitant can be freed, landing prone adjacent to Krampus. Only two creatures may be stowed in Krampus's Sack at any one time.

Krampus's Embrace (Recharge 5-6). All creatures within 15' of Krampus must make a DC 15 Constitution saving throw or suffer 4d6 Cold Damage. Additionally, all creatures within 15' of Krampus that trigger Krampus's Naughty List ability must make a DC 16 Wisdom saving throw or be forced to confront their evil acts and are treated as if under the effect of the Fear spell.

Reactions

Bloodied. When the Krampus falls below half health the Krampus will attempt to Snatch and Stow a random enemy within range.

Stow and Split. When the Krampus successfully Snatch and Stows, it may spend it's reaction to use the Solstice Stalker ability.

Legendary Actions

The 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's turn. The krampus regains spent legendary actions at the start of its turn.

Attack. Krampus makes one attack of his choice, Bundle of Switches, Lump of Coal, or Snatch and Stow.

Solstice Stalker (Costs 2 actions). Krampus teleports up to 20ft and deals 1d6 cold and fire damage to each adjacent enemy at the start of this movement. Addtionally he gains the benefit of an invisibility spell until the start of his next turn.

Description

The dark cohort of old St. Nick, the Krampus is the sinister creature tasked with punishing the little boys and girls who fail to listen to their parents throughout the year.