Medium Fiend (Demon), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 101 (12d10 + 36)
Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +7, DEX +6
Skills Perception +5, Stealth +6
Damage Resistances Cold, Fire
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 15
Languages Abyssal, Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Discordant Jingle. The ringing of the Krampus’s bells and clinking of his chains impose disadvantage on Wisdom and Charisma saving throws made by creatures within 15' of him. Other Demons and Satchelkin are immune to this effect.

Sense Children. The Krampus knows the exact location of any humanoid children that are within 300'. These children cannot hide or be hidden from the Krampus.

Silent Steps. While moving, the Krampus only makes noise if he chooses to do so.

Spell Defense. The Krampus takes half damage from spells. He imposes disadvantage on spell attack rolls made against him and makes saving throws to resist spells with advantage.

Void Sack. A creature placed inside the Krampus’s sack falls to the edge of the Void and must succeed a Wisdom saving throw with disadvantage or gain an indefinite madness effect and take 2d6 psychic damage. At the end of each round, a creature can attempt to escape the sack by making an Strength or Wisdom saving throw with disadvantage. On a success, the creature escapes the sack, falling prone in a space within 1 yard of the Krampus. On a failure, the creature remains in the sack. Any creature that spends a total of 3 rounds within his sack or is reduced to 0 hp while inside is lost to the void, it goes mad and transforms into a Satchelkin, retaining none of its former statistics, traits, or gear.

Actions

Demonic Flurry. The Krampus makes an attack with his claws, lick, virgács, and chain. He cannot attack the same target more than twice. Recharge 5-6.

Virgács. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d6 + 4) slashing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus Kidnap on a roll of 20+.

Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one or two targets. Hit: 7 (1d6 + 4) bludgeoning damage.

Lick. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d6 +3) slashing damage plus Transference.

Reactions

Void Leap. The Krampus uses a reaction or a bonus action on his turn, to teleport to a space he can see within 50'. Recharge 4-6.

Stuff the Sack. As a free action at the end of the round, The Krampus moves one creature grabbed by him to his Void sack.

Legendary Actions

Transference. Those touched by The Krampus' tainted tongue are afflicted with a vision of one of his countless despicable deeds from over the centuries. The target must succeed a Wisdom saving throw or gain a short-term madness effect.

Kidnap. The target becomes grabbed by The Krampus. This grab can be maintained as a bonus action.

Description

Source: the adventure module He Sees You When You're Sleeping for Shadow of the Demon Lord, converted for use in D&D. (Art by: Jack Kaiser)

The demon that is the Krampus stands nearly seven feet tall, with a humanoid shape, clawed hands, cloven feet, and the horns and fur of a goat. The horns themselves add an additional two or so feet in height, massively long and thick as they curl upward and then back toward the demon’s head. From his mouth hangs an elongated forked tongue.
Though he is sometimes seen naked, he often travels in a dark, hooded fur suit that wraps around his horns and almost shadows his sunken eyes and conceals his overgrown white beard.

The discordant jingle of the iron bells and the incessant clinking of the thick chains wrapped about his body sound his approach, as does the constant swishing of his ever-present virgács—though he can move in perfect silence if he chooses. On his back, he carries a tattered and dirty burlap sack, usually filled with writhing, sobbing children. The Krampus speaks the Common and Abyssal.

Lair and Lair Actions

Deep inside the Dark Forest, about two hours northeast of the village or three hours east of the asylum, lies the Krampus’s sacrificial circle. The Krampus can be found here in the final hours of the day preparing his ritual, which begins just before midnight.

At the center of this forest clearing of the site burns a huge bonfire that's 15' in diameter. Hanging high from the branches of massive birch trees surrounding the circle are thirteen children, each bound, gagged, and held in crudely woven wicker baskets. The Krampus chants and dances around the bonfire, along with 6 Satchelkin capering behind him.

Sacrifice Children. Each round, as a free action, Krampus shifts through the void within the blink of an eye, moving from one tree to the next, severing the ropes from which the child is suspended. Each time he does so, a child drops to the ground in a broken, dead heap in the bonfire below.

Previous Versions

Name Date Modified Views Adds Version Actions
12/31/2018 10:11:08 PM
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12/31/2018 10:13:43 PM
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12/31/2018 10:18:20 PM
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Monster Tags: Demon

Environment: ForestMountainUrban

DreadGazeebo

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