Krampus Large monstrosity, neutral evil Armor Class 15 (natural armor) Hit Points 324 (24d10 + 192) Speed 50 ft. Str 29, Dex 17, Con 26, Int 19, Wis 21, Cha 22 Saving Throws Dex +10, Con +15, Wis +12 Damage Immunities cold Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened, paralyzed Senses truesight 120 ft. passive Perception 15 Languages Common Challenge 21 (33000 XP) Keen Smell. Krampus has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (3/Day). If Krampus fails a saving throw, he can choose to succeed instead. Magic Weapons. Krampus’ weapon attacks are magical. Snowstep. While travelling in a snowy environment, Krampus cannot be tracked by magical means, and has advantage on Dexterity (Stealth) checks. Tenacity Of Winter. Krampus regains 15 hit points at the start of each of his turns, as long as he has at least 1 hit point. Actions Multiattack. Krampus can use Capture. He then makes four melee attacks: one with its chain, two with its claws, and one with its gore. Chain. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (3d8+9) slashing damage. The target is grappled (escape DC 23) if Krampus isn’t already grappling a creature. Until this grapple ends, the target is restrained, and Krampus can’t make chain attacks against any other target. Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8+9) slashing damage. Gore. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 27 (4d8+9) piercing damage. Capture. One creature Krampus is grappling must succeed on a DC 24 Constitution saving throw or be stuffed into his bag. A creature inside the bag is blinded and restrained, it has total cover against attacks and other effects outside the bag, and must succeed on a DC 21 Wisdom saving throw at the start of each of its turns or take 44 (10d8) psychic damage. If this damage reduces a creature to less than half its total hit points, that creature must succeed on a DC 21 Constitution saving throw or regress to its childhood. The creature’s size reduces to the next smallest category, and it has disadvantage on Strength checks and Strength saving throws. The bag can be attacked (AC 15; 30 hit points; immunity to poison and psychic damage). Destroying the bag ends the effect for all creatuers inside the bag. Krampus can repair the bag as a bonus action. When he does, the bag regains all of its hit points. Frightful Presence. Each creature of Krampus’ choice that is within 120 feet of Krampus and aware of 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’ Frightful Presence for the next 24 hours.
Terror of the frozen north, Krampus was summoned from a primal fey realm long ago by a circle of druids who feared losing their standing in the local community. The village had begun to doubt the effectiveness of the druids’ rituals in protecting the village from the harsh rigors of winter. The vengeful spirit at first served as a moral arbiter, turning those who misbehaved back into children to punish them. However, over time the petty evils of the village corrupted its spirit, and it developed a taste for humanoid flesh, returning winter after to winter to terrorize the villages, even long after the druidic circle was gone. Krampus stands 14 feet tall and weighs 1,000 pounds.
Originally from the Pathfinder Bestiary 6.
















