Krampus By TheSigmaArts Watch

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From one roof to another, a shadow jumps around the city at night. Children, sleeping in their beds, could hear a faint song of bells. The day after, many parents' laments rise from the streets, as they found their children gone, without a trace.



Ecology

The Krampus is a demon of the winter nights that hunts evil people and feeds on their wickedness. It can sense evil intents from afar. It then flies over to its target's location and, when they less expect it, it strangle its prey and brings it away. It usually hunts in packs of 3 or 4 and more often at night.

All Krampus have a set of bells adorning their horns. No one knows who gave them that or why they don't dispose of them. Their chimes are very soft and many creatures can't hear them. One legend says that the hunger of a Krampus is directly correlated to how loud its bells ring.



Stats

Large (2x2squares) fiend Legal Evil

HP 104 (20d8+4) AC 15 CR 7

STR +4 INT -1

CON +2 WIS +2

DEX -2 CHA +3

Speed: 30ft, flying 20ft

Language: can rudimentary speak Common (with a strong norren accent), Abyssal

Skills: Insight +5, Intimidation +6, Perception +5

Damage Immunities: cold

Condition Immunities: charmed



ABILITIES

Bad & Dreaming Sense --> the Krampus can sense any creature or Evil alignment or any creature sleeping within 1 mile of it.

Charge --> if the Krampus moves 20ft towards a target and then hits it with a Ram attack, it deals an extra 2d8 bludgeoning damage.

Magical Resistance --> the Krampus has advantage on saving throws against spells and magical effects.

Spider Climb --> the Krampus doesn't use extra movement when moving up walls or on the ceiling.

Sure-footed --> the Krampus has advantage on Strength & Dexterity saving throws against being knocked prone.



ATTACKS

Multiattack --> the Krampus makes one Ram attack and either two Claw attacks or two Kick attacks.

Ram --> +7 bonus to hit, the Krampus makes an attack against one creature. On a hit, the creature takes 2d8+4 bludgeoning damage. If the target is a Large or smaller creature, the target must succeed on a DC 15 Strength saving throw or is knocked prone.

Claw --> +5 bonus to hit, the Krampus makes an attack against one creature within 10ft of it. On a hit, the creature takes 2d4+2 slashing +1d4 cold damage.

Kick --> +7 bonus to hit, the Krampus makes an attack against one prone creature. On a hit, the creature takes 2d6+4 bludgeoning damage.

Peal --> the Krampus rings its bells by moving its head. All creatures within 15ft of it must succeed on a DC 15 Charisma saving throw or are knocked unconcious. The creatures wake up if any damage is dealt to them or if a creatures forcefully wakes them using an Action.

Nightmare --> a shadowy mist covers the Krampus and then emanates from it. All unconcious creatures within 30ft of it take 4d8 psychic damage, but they don't wake up.



Final Comments

This was a fun one to do on Christmas day. I really like the dreaming-horror part. If you ask me why I wanted it flying... I dunno, just felt like it. Anyways, happy holidays to everyone.

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Published : Dec 25, 2019