Large Fiend, Chaotic Evil
Krampus is a terrifying fiend of winter folklore, known as the dark counterpart to cheerful holiday spirits. Where the season brings joy, Krampus thrives on punishment, preying upon the selfish, cruel, or wicked. Standing 10 feet tall, Krampus is a towering, goat-like figure with matted black fur, curling horns, cloven hooves, and sharp claws. A sack slung over its back carries more than coal—it’s said to contain the souls of the misbehaving, doomed to torment.
Krampus is not only a punisher but a malicious trickster. Stories of his presence are whispered in fearful towns during winter solstice festivals, warning children and adults alike to be virtuous—or suffer his wrath.
Krampus
- Armor Class: 17 (natural armor)
- Hit Points: 136 (16d10 + 48)
- Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA
20 (+5) | 16 (+3) | 17 (+3) | 14 (+2) | 12 (+1) | 18 (+4)
- Saving Throws: Strength +8, Charisma +7
- Skills: Intimidation +7, Perception +4, Stealth +6
- Damage Resistances: Cold, Fire, Necrotic
- Condition Immunities: Charmed, Frightened
- Senses: Darkvision 120 ft., Passive Perception 14
- Languages: Common, Infernal, Abyssal
Abilities
Aura of Dread:
Creatures within 30 feet of Krampus that can see him must make a DC 15 Wisdom saving throw at the start of their turn or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Bag of Misery (Recharge 5-6):
Krampus can swing his enchanted sack at a creature within 10 feet. The target must succeed on a DC 16 Strength saving throw or be magically sucked into the sack. While inside, the creature is blinded, restrained, and takes 14 (4d6) psychic damage at the start of its turn. The creature can repeat the saving throw at the end of each of its turns, escaping on a success.
Hooves of Frost:
Krampus leaves behind patches of ice as he moves. The ground in a 10-foot radius around him becomes difficult terrain for creatures other than himself.
Legendary Resistance (3/Day):
If Krampus fails a saving throw, he can choose to succeed instead.
Actions
Multiattack:
Krampus makes three attacks: one with his claws, one with his chains, and one with his bite.
Claws:
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 5) slashing damage.
Chains of Punishment:
Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be grappled.
Bite:
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) cold damage.
Legendary Actions
Krampus can take 3 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.
Lash Out:
Krampus makes a chains attack.
Gift of Coal (Costs 2 Actions):
Krampus hurls a fiery coal at a creature within 30 feet. The coal explodes on impact, forcing creatures in a 10-foot radius to make a DC 16 Dexterity saving throw or take 18 (4d8) fire damage.
Teleport (Costs 3 Actions):
Krampus magically teleports up to 60 feet to an unoccupied space he can see.
Plot Hooks
- The Naughty List: Villagers mysteriously vanish during the winter festival. Witnesses speak of a hulking shadow dragging victims into the woods.
- Krampus’ Bargain: The party encounters Krampus, who offers to “punish” a local tyrant in exchange for a dark favor.
- The Stolen Spirit: A town’s holiday spirit is dimmed after Krampus steals a magical heirloom that brings winter cheer, and the adventurers must retrieve it from his lair.
Krampus can serve as a terrifying encounter or a long-term antagonist in a holiday-themed campaign, his dark essence casting a sinister shadow over the festivities.







Leave a comment