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>[!infobox]
> # [[Krampus.webp|Krampus]]
> ![[Krampus.webp|cover hm-sm]]
> #### Appearances
>| <!-- -->| <!-- -->|
>|:-:|:-:|
>|||
> #### Basic Info
>| <!-- -->| <!-- -->|
>|:-:|---|
>|CR|10|
>|Alignment|Chaotic Evil|
>|Race|Fiend (Fey)|
>[!recite|no-i alt-co] <font color="#8555d5"><font size="+4">**K**</font><font size="+3">**RAMPUS**</font></font>
>## <font color="#bccad8">_Large Fiend (Fey), Chaotic Evil_
><font color="#8555d5">**H<small>IT</small> P<small>OINTS</small>:**</font> 550
><font color="#8555d5">**A<small>RMOR</small> C<small>LASS</small>:**</font> 16
><font color="#8555d5">**S<small>PEED</small>:**</font> 40ft
>
>| <!-- --> | <!-- --> |
>|:-:|:-:|:-:|:-:|:-:|:-:|
>|**STR**|**DEX**|**CON**|**INT**|**WIS**|**CHA**|
>|<small> 22 ( +6 )|<small>14 (<font size="-1"> +2 </font>)|<small>24 (<font size="-1"> +7 </font>)|<small>18 (<font size="-1"> +4 </font>)|<small>32 (<font size="-1"> +11 </font>)|<small>16 (<font size="-1"> +3 </font>)|
>##
><font color="#8555d5">**C<small>OMBAT</small> T<small>RAITS</small>:**</font> [Ruthless](Ruthless.md), [Combo](Combo.md), [Villain](Villain.md), [Hexer](Hexer.md), [Cunning (Trait)](Cunning%20(Trait).md)
><font color="#8555d5">**S<small>AVING</small> T<small>HROWS</small>:**</font> STR (+10), CON (+11), WIS (+15)
><font color="#8555d5">**S<small>KILLS</small>:**</font> [Arcana (C)](Arcana%20(C).md) +8, [Athletics (C)](Athletics%20(C).md) +10, [Insight (C)](Insight%20(C).md) +15, [Nature (C)](Nature%20(C).md) +8, [Religion (C)](Religion%20(C).md) +8, [Survival (C)](Survival%20(C).md) +15
><font color="#8555d5">**D<small>AMANGE</small> R<small>ESISTANCES</small>:**</font> Non-Magical Physical, Bludgeoning, Piercing, Slashing
><font color="#8555d5">**D<small>AMANGE</small> I<small>MMUNITIES</small>:**</font> [Bleed (C)](Bleed%20(C).md)
><font color="#8555d5">**D<small>AMANGE</small> V<small>ULNERABILITIES</small>:**</font> None
><font color="#8555d5">**C<small>ONDITION</small> I<small>MMUNITIES</small>:**</font> Blinded, Frightened, Incapacitated
><font color="#8555d5">**S<small>ENSES</small>:**</font> Darkvision 250ft
><font color="#8555d5">**L<small>ANGUAGE</small>:**</font> ???
>
>## <font color="#bccad8"><font size="+2">**E**</font><font size="+1">**QUIPMENT:**</font></font>
>- [Rute](Whip%20(C).md): Creatures struck by this weapon take [Bleed (C)](Bleed%20(C).md) damage equal to the amount of TOTAL damage dealt since the start of Krampus' last turn.
>- [Dark Fur, Yule Steel and Broken Dreams](Ring%20Mail%20(C).md): Yule - This AR cannot be reduced and it is used against magic damage. The AR of this armor is equal to the attackers difference between their current and maximum HP.
>
>>[!info|clean sban no-i no-t]
>>>[!column|left clean no-i nmg ws-med sban] ## <font color="#bccad8"><font size="+2">**F**</font><font size="+1">**EATURES**</font></font>
>>>> [!info|no-t clean no-i nmg]
>>>> - Belt of the Bells
>>>>> Krampus may activate one of the bells of his belt as an Action or a Bonus Action.
>>>>>
>>>>> Whenever a bell is activated all enemies within 15ft of him take 5 thunder damage. This increases by 5 for each time a bell has been activated this round. Bells that have their durations extended are considered to have been activated for the increase of this ability. This timer also extends as well, allowing for additional stacking of this effect for multiple rounds.
>>>>
>>>> - Bell of Beckoning
>>>>> Whenever you would activate this bell, all enemies must choose one of themselves, that creature must, on its turn, move adjacent to Krampus, this creature must use all actions and resources in order to do so if they must to become adjacent, even if the expenditure of those resources would not allow the creature to end its turn next to Krampus. If that creature does not end its turn next to Krampus, all Bells have their duration increased by 1 round.
>>>>>
>>>>> This Bell lasts 1 round.
>>>>
>>>> - Bell of Denial
>>>>> Whenever you would activate this bell, all enemies must choose one of themselves, that creature cannot take its Base Action, if this creature takes an Action or a Bonus Action, all Bells have their duration increased by 1 round.
>>>>>
>>>>> This Bell lasts 1 round.
>>>>
>>>> - Bell of Cheer
>>>>> Whenever you would activate this bell, all enemies must choose one of themselves, that creature is healed by half of its maximum hit points, this also heals Krampus an equal amount. If the chosen creature would over heal from this effect, this increases the duration of all Bells by 1 round.
>>>>>
>>>>> This Bell lasts 1 round.
>>>>
>>>> - Bell of Death
>>>>> Whenever you would activate this bell, all enemies must choose one of themselves, that creature dies if it would fail or is forced to fail a death saving throw. If a creature dies from this effect all Bells are extended for 2 rounds.
>>>>>
>>>>> This Bell lasts 1 round.
>>>
>>>> [!info|no-t clean no-i nmg]
>>>> - Sack of Endings
>>>>> Krampus can gather gifts to put into his sack. This is an automatic effect whenever he would walk over a present.
>>>>>
>>>>> Whenever a creature would open a present, if that present is Coal, Krampus activates Coalstorm. If it is not Coal, Krampus doubles the number of presents in his bag.
>>>>>
>>>>> Krampus may use an item interaction to open a present. This present always contains Coal, this effect however empowers Krampus' other abilities instead of its normal effect.
>>>>
>>>> - Weeping Tide
>>>>> Action. (or triggered whenever Krampus casts a spell)
>>>>>
>>>>> In a 60ft cone all enemies must make a DC 18 constitution saving throw.
>>>>>
>>>>> If they fail, they gain disadvantage on all D20 rolls until the end of their next turn. This effect is applied before the effects of the spell Krampus casts.
>>>>>
>>>>> Empowered - Krampus can choose to empower this ability with Coal, if he does the save DC of this ability is 30 instead of its normal DC.
>>>>
>>>> - Dark and Cold
>>>>> Action. (or triggered whenever Krampus casts a spell)
>>>>>
>>>>> Krampus selects an enemy he can see. That enemy must make a DC 16 charisma saving throw. If they fail, they take 6d6 cold damage and are stunned for 1 round.
>>>>>
>>>>> Empowered - Krampus can choose to empower this ability with Coal, if he does he can select 3 creatures he can see instead of 1.
>>>>
>>>> - Forgotten Names
>>>>> Action. (or triggered whenever Krampus casts a spell)
>>>>>
>>>>> Krampus states an ability name. That ability cannot be used unless a creature attempts a DC 16 wisdom saving throw whenever they would spend the action economy to attempt it. If they fail, the ability cannot be used and the action economy is lost.
>>>>>
>>>>> Empowered - Krampus can choose to empower this ability with Coal, if he does the selected ability cannot be used for the remainder of the combat, no save can be attempted.
>>>>
>>>> - Coalstorm
>>>>> The ability cannot be normally activated.
>>>>>
>>>>> Action.
>>>>>
>>>>> All enemies on the battlefield are assaulted with an intense storm of coal. They must all make a DC 25 saving throw of the highest save they possess. If they fail they are afflicted as if they gained coal from the Kringiling.
>>>>>
>>>>> In addition all presents on the battlefield are destroyed.
>>>
>>>> [!info|no-t clean no-i nmg]
>>>> - Rage of the Feyfiend
>>>>> Krampus is a creature empowered by both the fey and the fiend, enabling the following benefits.
>>>>>
>>>>> Krampus benefits from fey and fiendish effects on the battlefield, but does not suffer detrimental effects for being either of these types. If a creature possesses a positive effect for facing one of Krampus' types he instead counts as the other. If it would effect both of his types that ability is unaffected.
>>>>>
>>>>> Krampus' alignment and types are Absolute and ignore properties that allow a creature to treat them as something else.
>>>>
>>>> - Shattering Stomp
>>>>> Bonus Action (Or whenever Krampus would critically hit with his Rute.)
>>>>>
>>>>> All enemies in a 15ft radius around Krampus must make a DC 18 Strength saving throw or be stunned for 1 round. If they make the save they are instead slowed for 1 round. Effects like As In Body, As In Mind, count for this ability.
>>>>
>>>> - Crimson Horns
>>>>> Bonus Action (Or whenever Krampus would critically hit with his Rute.)
>>>>>
>>>>> Krampus may attack with horns. These horns have the same parameters as his Rute, except, that is activates the bleed the target currently has. This is after the triggering attack is made.
>>>>
>>>> - Call of the Callous
>>>>> Bonus Action (Or whenever Krampus would critically hit with his Rute.)
>>>>>
>>>>> All enemies that are not within 15ft of him take 20d6 thunder damage at the start of Krampus' next turn.
>>>>
>>>> - Just Reward
>>>>> Whenever a creature critically hits Krampus, the next attack Krampus makes with his Rute is a critical hit if it hits. This critical hit must be natural rolled.
>
>>[!info|clean left no-t no-i]
>>
>>## <font color="#bccad8"><font size="+2">**A**</font><font size="+1">**CTIONS**</font></font>
>>- **[Rute](Whip%20(C).md)** - Melee Weapon Attack: 20 (+10 to hit), one target. Hit 8 (1d4+6) slashing damage and a lot of [Bleed (C)](Bleed%20(C).md) damage.
>>
>>
>>## <font color="#bccad8"><font size="+2">**S**</font><font size="+1">**PELLCASTING**</font></font>
>>- 1st (4 slots): *[Shield of Faith](Shield%20of%20Faith.md), [Shield](Shield.md), [Faerie Fire](Faerie%20Fire.md), [Chaos Bolt](Chaos%20Bolt.md), [Ice Knife](Ice%20Knife.md), [Absorb Elements](Absorb%20Elements.md), [Hideous Laughter](Hideous%20Laughter.md), [Hex](Hex.md)*
>>- 2nd (3 slots): *[Barkskin](Barkskin.md), [Blur](Blur.md), [Hold Person](Hold%20Person.md), [Lesser Restoration](Lesser%20Restoration.md), [Spike Growth](Spike%20Growth.md)*
>>- 3rd (3 slots): *[Counterspell](Counterspell.md), [Dispel Magic](Dispel%20Magic.md), [Fear](Fear.md), [Hypnotic Pattern](Hypnotic%20Pattern.md)*
>>- 4th (3 slots): *[Fire Shield](Fire%20Shield.md), [Banishment](Banishment.md), [Blight](Corvanis/Spells/General%20Spells/4th%20Level/Blight.md), [Death Ward](Death%20Ward.md)*
>>- 5th (2 slots): *[Wall of Force](Wall%20of%20Force.md), [Dusk](Dawn.md), [Unholy Weapon](Holy%20Weapon.md)*