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Krampus

Adversaries Designed by Dandelev • Art by Dandelev

Adversary overview

A massive beast with curling horns and dark fur stalks through the swirling winds. A large basket is slung over its hulking shoulders and its red-stained claws clutch a vicious whip of brambles.

Old traditions may have faded, but the old gods remain. And they are angry.

Stat block

Tier
1
Type
Leader
Difficulty
13
HP
7
Stress
5
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
10
Major Damage — Mark 2 HP Major
Mark 2 HP
15
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bramble Whip
Range: Close
Damage: 1d12
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Eye of the Storm

    Krampus can see clearly in blizzard conditions up to 60 feet.

Actions

  • Demon Claus

    Krampus uses his claws to strike at a PC within Melee range for 1d10 physical damage. You can take a stress to add a second claw attack to the same PC.

  • Ho Ho Holy Shit
    fear 1

    Spend a fear for Krampus to stop the ground and roar. Snow falls from nearby trees as the earth shakes. PCs must pass an AGILITY or FINESE reaction roll to stay standing, or they become prone. DC of 13.

  • You've Been Naughty

    Krampus attempts to put an immobile (prone, unconscious, grappled, etc) PC within Melee range into his basket. PC must pass a STRENGTH or AGILITY reaction roll with a DC of 13 (with conditional disadvantage). Upon a failure, the PC will remain in the basket until the basket is opened again, the basket is removed from Krampus’s back, or Krampus takes severe damage.

Reactions

Motives & tactics

Rage Punish sinners

Experiences

Krampus

Tier 1 leader

A massive beast with curling horns and dark fur stalks through the swirling winds. A large basket is slung over its hulking shoulders and its red-stained claws clutch a vicious whip of brambles.

Motives & Tactics: Rage, Punish sinners

Difficulty: 13 | Thresholds: 10/15 | HP: 7 | Stress: 5

ATK: +2 | Bramble Whip: Close | 1d12 Physical

Experience: —

HP:

STRESS:

Features

Demon Claus - Action: Krampus uses his claws to strike at a PC within Melee range for 1d10 physical damage. You can take a stress to add a second claw attack to the same PC.
Ho Ho Holy Shit - Action: Spend a fear for Krampus to stop the ground and roar. Snow falls from nearby trees as the earth shakes. PCs must pass an AGILITY or FINESE reaction roll to stay standing, or they become prone. DC of 13.
You've Been Naughty - Action: Krampus attempts to put an immobile (prone, unconscious, grappled, etc) PC within Melee range into his basket. PC must pass a STRENGTH or AGILITY reaction roll with a DC of 13 (with conditional disadvantage). Upon a failure, the PC will remain in the basket until the basket is opened again, the basket is removed from Krampus’s back, or Krampus takes severe damage.
Eye of the Storm - Passive: Krampus can see clearly in blizzard conditions up to 60 feet.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.