Krampus | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Krampus CR: 14

Large fiend, lawful evil
Armor Class: 16
Hit Points: 286 (22d8 + 110)
Speed: 40 ft , fly: 20 ft , climb: 80 ft , can hover

STR

16 +3

DEX

19 +4

CON

18 +4

INT

14 +2

WIS

15 +2

CHA

20 +5

Saving Throws: Con +11, Wis +8, Cha +11
Skills: Deception: +17 Insight: +8 Perception: +8
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks; Fire, Lightning
Damage Immunities: Cold, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision: 120 ft. Passive Perception: 18
Languages: All
Challenge Rating: 14

Innate Spellcasting: Krampus' spellcasting ability is Charisma (spell save DC 19, +11 to hit). Krampus can innately cast the following spells, requiring no material components:   At will: Animal Friendship, Banishment, Charm Person 3/day each: Counterspell, Wall of Ice 1/day each: Mass Suggestion, Plane Shift

At will: Animal Friendship, Banishment, Charm Person

1/day: Mass Suggestion, Plane Shift

3/day: Counterspell, Wall of Ice


Magic Resistance: Krampus has advantage on saving throws against spells and other magical effects.   Mighty Leap: Instead of moving normally, Krampus may make a mighty leap as its move action to jump to an unoccupied space up to 40 ft. away. This jump has a height of 30 ft. If there is no vertical space for Krampus to jump, he cannot use this ability. Jumping does provoke attacks of opportunity.   Krampus' Little Helpers: (1/day) Krampus dumps 12 (2d6 +5) holiday-themed Kobolds (MM 195) armed with sharpened candy canes (1d4 +2 piercing damage) from his bag. Any additional creatures inside of the bag are also dumped prone onto the ground. The pack of Kobolds also has the swarm/pack mentality trait.

Actions

Multiattack: Krampus makes three attacks: one with his horns and two with his chain whip.   Hoof: Melee Weapon Attack: +10 to hit, 5 ft. reach, one target. Hit: 17 (3d8 +3) bludgeoning damage and the target must succeed on a DC 17 STR saving throw or be pushed 10 feet away from Krampus.   Horns: Melee Weapon Attack: +10 to hit, 5 ft. reach, one target. Hit: 14 (2d10 +3) bludgeoning damage and the target must succeed on a DC 17 STR saving throw or be knocked prone.   Chain Whip: Ranged Weapon Attack: +5 to hit, 20 ft. reach, one target. Hit: 12 (2d8 +4) bludgeoning damage. If Krampus is not already grappling a creature, the target must succeed on a DC 15 DEX saving throw or become grappled, saving at the end of each of its turns. Until the grapple ends, the target takes 7 (2d6) psychic damage at the start of each of its turns. While grappled, a creature must make a DC 17 STR saving throw or be pulled to a space adjacent to Krampus.   Stuff: Melee Weapon Attack: +8 to hit, 5 ft. reach, one target. Hit: An ungrappled target must make a DC 15 DEX saving throw or become grappled as Krampus attempts to stuff the creature into Krampus’ bag, and the grapple ends. While stuffed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the bag. At the start of each of the character’s turns, it can attempt to climb out of the bag by making a successful DC 17 DEX save. On a successful save, the target falls prone in a space within 5 feet of the bag. If the bag is destroyed, all captured creatures within are destroyed along with it and can only be brought back to life with a wish spell or similar magic. A grappled creature automatically fails the initial DEX save and is stuffed into the bag.

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. Krampus regains spent legendary actions at the start of his turn.   Christmas Kick: Krampus makes a Hoof attack.   Coal Swap (Costs 2 actions): Krampus may cause one weapon that has dealt damage to him since the end of his last turn to disappear into is bag, replaced by a lump of coal similar in weight and size. The wielder of the weapon must succeed on a DC 17 STR save to maintain control of their weapon.   Home for the Holidays (Costs 3 actions): Krampus casts Banishment

Lair Actions

On Initiative count 20 (losing initiative ties), Krampus can take one of the following lair actions to cause the following effects:  

  • A rush of cold air emanates from Krampus in a 120 ft. cone. Living creatures in the cone must succeed on a DC 19 CON save, or be restrained until the next Initiative count of 20.
  • Krampus commands one charmed creature he can see to make an Attack (one only), Cast a Cantrip, or make the Help action. Taking this lair action ends the charmed effect. If there are no visible charmed creatures, this action cannot be taken.
  • One creature within sight of Krampus must succeed on a DC 19 WIS save or be stunned until the next Initiative count of 20. The stunned creature appears enamored with a shower of gifts and exclaims to all around how wonderful the holiday is. An affected creature imposes disadvantage on saving throws to all other creatures within 20 ft. of him.

The dark side of the Spirit of Christmas, Krampus is a cosmic counterweight, balancing the joy of his joyous, jolly brother. Krampus scours the world in the wake of the Spirit of Christmas, flogging bad children (and even sometimes adults) while scrounging his brother's cookie scraps. The worst children are bagged up and brought home for later, saved for more sinister purposes. Krampus stands and even 7 feet tall and is covered in wirey, coarse hair. His face is lean and vicious, framed in a shaggy drape of black hair and crowned with twisted horns. His eyes burn with untold cruelty, and his voice rattles like the wind in the dead of a cold winter night.

Created by

Chris - DM.

Statblock Type

Monster

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