Innate Spellcasting. Krampus’ spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:
- At will: detect evil and good, detect magic, protection from evil and good
- 3/day: darkness, hold monster, sleep
- 1/day: animate objects, wish, plane shift
Legendary Resistance (3/day). If Krampus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Krampus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Krampus’ weapon attacks are magical.
Devil's Sight. Magical darkness doesn't impede Krampus' darkvision
Cold Aura. While it's alive, Krampus generates an aura of bitter cold that fills the area within 10 feet of it. At the start of Krampus' turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the Krampus takes 10 (3d6) cold damage.
Bag of The Damned. a creature that is stored in this bag for 1 minute dies. A humanoid who dies in this way has any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the Bag of The Damned if it is successful. After 24 hours, however, no mortal magic can return that humanoid to life, trapping their soul in the 9 hells.
Chilling Gaze. Krampus targets one creature it can see within 30 feet of it. If the target can see Krampus, the target must succeed on a DC 17 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. Krampus makes three attacks: one with his spiked chains, one with its claws, one with its birch bundle. Krampus can replace one of its attacks with his grab attack.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 9 (2d8) cold damage. If the target takes any of the cold damage, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.
Birch Bundle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage.
Spike Chains. Melee Weapon Attack: +7 to hit, reach 15 ft., 3 target. Hit: 15 (2d8 + 7) slashing damage. The target is grappled (escape DC 17) if Krampus isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: the target is grappled by Krampus (escape DC 17). If Krampus grapples the target, he can use his bonus action to stuff the creature into his bag.
Chain Rattle. Each creature of Krampus’ choice that is within 60 feet of him and can hear him must succeed on a DC 17 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’ Chain Rattle for the next 24 hours.
Frigid Rebuke. When Krampus takes damage from a creature the Krampus can see within 60 feet of it, Krampus can force that creature to succeed on a DC 17 Constitution saving throw or take 11 (2d10) cold damage.
Krampus can take 2 legendary actions, choosing from the options below. Only one legendary action option 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.
Pull. Krampus pulls any creatures grappled by it's spiked chains 5ft towards Krampus.
Move. Krampus moves up to his speed without provoking opportunity attacks.
Description
The sound of a single sleigh bell entices you outside. The streets are empty, covered in fresh snow. Your eyes are drawn to hoofprints, and as you follow that trail, you catch a glimpse of the creature that made them. His yellow eyes bore into you, wicked horns curling around his goat-like features. Then with a laugh, he jumps into the sewers, a large red bag slung over one shoulder while his other hand grasps an angry bundle of birch. You squint, not quite believing your eyes. You always thought he was just a legend. You were wrong. You look to your comrades, exchanging worried glances— one of you is already gone. You ask yourself: “Have I been good this year?". The one important thing most know is that he comes during the winter season to punish the people who have committed truely evil acts, less any nearby heroes or wizards know of some spell that can banish their best hope is to survive till dawn. Krampus' actions and behavior blur the line between that of the fey and devil, some tales state him as an archfey of the unseelie court, acting as a brutal enforcer to the few mortals that visit the winter court's halls, other's depict him as an agent of the 9 hells, dwelling on the layer of Cania, who acts as asmodeus' agent to enact his half of a rumored deal with the goddess Auril.
Wait.
He’s a Fey, but also a Devil?
What are the mechanical implications of this?
It ends up being a viable target as a fey and fiend (unless it specifies a type of fiend other than devils). But that's inconsequential; I suspect it was intended as mischievous holiday flavor...which I like!
I like this a lot. A complicated and tricksy villain, to be sure!
The only thing I'd include is how to escape the bag. It takes a whole minute to kill someone in there, and it seems someone could, unless they're paralyzed, just use their movement to get out.
basically, he is ment to blur the line between the 2, nobody is quite sure save for maybe krampus and those he deals with
Makes sense