5e SRD >Creatures >

Krampus, Winter Terror

Huge fey, lawful evil

Armor Class 18 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 18 (+4) 18 (+4) 16 (+3)

Saving Throws Dex +7, Con +10, Wis +9
Skills Deception +13, Insight +14, Perception +14
Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold
Condition Immunities charmed, frightened, stunned
Senses truesight 120 ft., passive Perception 24
Languages all
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Icewalk. Krampus ignores any penalties associated with terrain made from ice or snow, both nonmagical and magical.
  • Imprisoning Ice. Creatures reduced to 0 hit points by Krampus are frozen solid. They automatically become stable, but are petrified and cannot benefit from any healing. Lesser restoration or more powerful magic thaws the ice, allowing the creature to benefit from healing.
  • Stalker of Sinners. Krampus knows if it hears a lie. Any creatures that have told a lie within the past 24 hours gain no benefit from invisibility, cover, or concealment from Krampus, and they cannot be hidden from it.
  • The Way Home. Krampus can cast gate at will, but only to create a portal between the material plane and its home realm, or vice versa.
  • Transition. If Krampus spends a long rest rebuilding its sled and casting rituals to conjure and animate the reindeer skeletons, replace Krampus’s stats with that of mounted Krampus.

ACTIONS

  • Multiattack. Krampus makes two Sleigh attacks and uses Leap. It can use Leap before, after, or between the two Sleigh attacks.
  • Grip of Winter (Recharge 5–6). Krampus calls upon the frost of the harshest winters. All creatures within 120 feet of Krampus must succeed on a DC 17 Constitution saving throw or take 27 (6d8) cold damage, and their speed is reduced to 0 until the end of their next turn.
  • Leap. Krampus jumps up to 60 feet to a location it can see without provoking opportunity attacks. Creatures within 10 feet of Krampus before or after this movement are buffeted by icy winds and must attempt a DC 17 Constitution saving throw, taking 18 (4d8) cold damage on a failure or half as much on a success.
  • Sleigh. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage plus 22 (4d10) cold damage, and the target must succeed on a DC 17 Strength saving throw or be pushed back up to 20 feet and knocked prone.

REACTIONS

  • Smite the Wicked. When a creature within 120 feet of Krampus casts a spell, Krampus can use its reaction to force the target to attempt a DC 17 Wisdom saving throw. On a failure, the target takes 21 (6d6) psychic damage, the spell they tried to cast is stopped (as though by counterspell), and the target cannot cast spells until the start of its next turn. On a success, the target takes half as much damage and the spell is cast as normal.

LEGENDARY ACTIONS

Krampus can take 3 legendary actions, choosing from the options below, and only at the end of another creature’s turn. Krampus regains spent legendary actions at the start of its turn.

  • Pursuit. Krampus uses Leap.
  • Ready to Smite (Costs 2 Actions). Krampus gains an additional reaction that can only be used for its Smite the Wicked ability. This additional reaction is lost if not used by the start of its next turn.
  • Wallop. Krampus makes a Sleigh attack.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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