Small Fiend (Evil Man), Lawful Evil
Armor Class 13
Hit Points 272 (32d8 + 128)
Speed 35 ft.
STR
14 (+2)
DEX
16 (+3)
CON
21 (+5)
INT
24 (+7)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws CON +11, WIS +14
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
Damage Immunities Cold
Senses Darkvision, Passive Perception 26
Languages Elvish, Infernal, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Frigid Aura. Any creature that starts it turn within 5 feet of Crumpet takes 11 (2d10) cold damage.

Magic Resistance. Crumpet has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. Crumpet's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: chromatic orb (cold orb only), detect magic, misty step

3/day each: control weather, detect thoughts, ice storm, cone of cold, wall of ice, command, silvery barbs

Legendary Resistance (2/Day). If Crumpet fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Crumpet attacks three times with his Candy Cane Scythe and then uses Frostbite of Christmas Past. 

Candy Cane Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 3 (1d6) cold damage.

Snowball. Crumpet throws a magical snowball at a target within 40 feet. The target must make a DC 21 Constitution saving throw or take 8d6 + 15 cold damage and have their movement speed reduced by 15 feet for 1 minute. On a successful save, the target takes half damage and suffers no reduction in speed.

Santa's Workshop (Recharge 5 - 6). Crumpet, at a point he can see within 40 feet, calls forth tendrils of wrapping paper to ensnare his enemies. Each character in a 20 foot radius circle must make a DC 21 Strength saving throw or be tied up in wrapping paper. A creature wrapped up has the blinded and restrained. At the end of each of the ensnared creature's turns they take 13 (2d12) bludgeoning damage and can repeat the saving throw to end the effect.

Bonus Actions

Merry Mistletoe. Crumpet can use his bonus action to place a cursed mistletoe above a creature’s head. It must make a DC 21 Wisdom saving throw. On a failure, they are compelled to kiss the nearest ally (forced to move and perform the action) on their turn.

Magic Cookies (3/day). Crumpet reaches into his pockets and consumes a magical cookie. He regains 4d8 + 21 hit points and has advantage on his next melee attack roll.

Reactions

Corrupting Carol. As a reaction to a creature Crumpet can see within 30 feet of him attempting to cast a spell on him, Crumpet begins to sing a disorienting carol that forces the target to succeed on a DC 21 Constitution saving throw or have the spell or similar effect fail. 

Legendary Actions

Crumpet can take 2 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. Crumpet regains spent legendary actions at the start of its turn.

Candy Cane Scythe. Crumpet makes an attack with his candy cane scythe.

Christmas Spirit. Crumpet calls forth a manifestation of the holiday spirit that fights along side him. The spirit uses the wraith stat block and its turn is directly after Crumpet's.

Description

Crumpet is a Christmas fiend that hates all who oppose the holiday.

Lair and Lair Actions

Crumpet's lair is within Whoville, a Domain of Dread within the Plane of Shadow. He possesses his lair actions wherever he is within Whoville.

Lair Actions

On initiative count 20, Crumpet takes a lair action to cause one of the following effects; Crumpet can’t use the same effect two rounds in a row:

  • Crumpet causes toys littered around Whoville to animate and follow his command. This effects acts as Crumpet casting the spell Animate Objects.
  • A blizzard swirls around the battlefield. For the rest of the round, the area is heavily obscured. Crumpet is immune to the blizzards effects. 
  • Crumpet chooses a creature it can see, causing a jingle bell to magically graft itself to their outfit. They have disadvantage on stealth and perception checks from the sound of the jingling. The jingle bell cannot be removed until the end of the lair actions on initiative count 20.

 

Habitat: Arctic

Dervisss

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