Krampus (The Horned Miser)

Level 21
Creature· evilUniqueLargeLegacy
AC
46
HP
380
Speed
60 ft.
Perception
+38
Fort
+39
Ref
+34
Will
+35
Immunities cold, death-effects
Resistances physical 20
Weaknesses holy 15
Languages common
Senses scent 60 ft. (imprecise), scent 1 ft. (imprecise), see-invisibility
Skills intimidation +42, athletics +39, stealth +39, survival +38, acrobatics +36, society +35
Recall Knowledge DC 52 (religion, society)

Attacks

Melee Spiked Chain +42 (disarm, evil, finesse, magical, reach 60 ft., trip, unholy), Damage 3d8+18 slashing
Melee Claw +41 (agile, magical, reach 10 ft., unarmed), Damage 4d6+25 slashing
Melee Horn +41 (magical, unarmed), Damage 4d10+25 piercing

Abilities

Thief Scentinteraction

Krampus can perceive anyone who has ever stolen or moved one of his possessions, using scent as an imprecise sense with a range of 1 mile.

Blizzard Sightinteraction

Krampus ignores circumstance penalties to visual Perception checks due to ice or snow, as well as concealment due to ice or snow.

Bountiful Baginteraction

Krampus carries a large bag brimming with barely contained gifts and trinkets, including one of every common item with the consumable trait of levels 1 to 20, at least 20 golden rod mementos , and an assortment of food and valuables. Once every 24 hours, the bag's contents magically regenerate, replacing any of these items that have been removed. Krampus can Interact with the bag to stow or withdraw items, always finding the desired stored item at the top of the bag. The bag is an extradimension

Constant Spellsinteraction
Frightful Presence

120 feet. DC 42 will


Limited Immortality

Though Krampus still needs to eat, drink, and sleep, he doesn't age and can't die of old age. If Krampus is killed, a new Krampus forms elsewhere in the world after a year's time.

The new Krampus retains the memories of the previous iteration and likely holds a grudge against whoever killed him the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals.

Capture

Requirements Krampus has a Medium or smaller creature Grabbed


Effect Krampus attempts to stuff the grabbed creature into his basket, attempting an athletics check against the target's Reflex DC. If he succeeds, the creature is shoved into Krampus's basket and Krampus's spiked chain or claw is freed for future Strikes.

The captured creature is Grabbed, Slowed 1, and subjected to Krampus's regression ability (see below) at the start of each round it is captured.

If the victim [[/act esc

Crushing Avarice

Krampus's greed is so great that expending any of his wealth causes him to become physically ill and potentially nauseous. Whenever Krampus uses a consumable item from his bountiful bag, or when he witnesses one of his possessions stolen, he must attempt a DC 44 will save.

Success Krampus is unaffected.

Failure Krampus becomes Sickened 1.

Critical Failure Krampus becomes Sickened 2.

Punish the Naughty

Requirements Krampus can sense the target with his thief scent.


Krampus designates a single target he can see as "naughty" He gains a +2 circumstance bonus to Perception checks when he Seeks the naughty target and a +2 circumstance bonus to Survival checks to Track the naughty target.

On melee attacks against the naughty target, Krampus's spiked chain gains the agile trait. In addition, when Krampus Grabs the naughty target, he can attempt to Capture them as a free action. Krampus can h

Snowstep

Krampus ignores difficult terrain and greater difficult terrain caused by snow and ice, and he leaves no tracks when moving through areas of snow or ice.

Improved Grab

Krampus is a tall, goatlike humanoid with a pointed nose, swept-back horns, and hooved feet. His long, greasy tongue continually flickers out from his mouth, occasionally licking droplets of spittle from his dark brown fur. He wields a set of iron chains that act as an extension of his will. Krampus is never seen without a wicker basket draped over one shoulder, its bottom often stained with the blood of his victims. Krampus stands a little over 14 feet tall and weighs nearly 1,000 pounds.

Krampus's origin is unknown; residents of the small towns and villages he terrorizes in northern Irrisen believe the creature has always existed, coming forth once a year to punish those he deems wicked. While many legends have been told about Krampus's beginning, the most popular of them starts with a handful of mountain towns under the protection of a circle of druids. After a series of harsh winters that the townsfolk barely survived, they began to doubt the power of the druids and their rituals. As the villagers grew more resentful, the druid circle took drastic action. Under the light of a blue moon, the druids opened an imperfect portal to the primal realm of the fey and called forth the most powerful spiritual essence they could, and a new creature was born-Krampus. However, unknown to the druids, the portal had been corrupted by the villagers' bitter resentment and doubt. Instead of a central figure to lead them in winter celebrations, as they had hoped, the druids had spawned a monster who sought to punish those who had behaved selfishly during lean times.

Recognizing their error, the druids sought to banish their creation. They tracked Krampus down as he slept and shackled him in cold iron chains, hoping to subdue him and force him back to the First World. But Krampus was no fey, and cold iron held no power over him. When he awoke, he ripped the chains free, claimed them as his own, and tracked down the druids who had dared try to capture him. After their betrayal, Krampus can see no good in any mortal and longs only to punish the wicked for their selfish misdeeds.

To this day, Krampus takes vicious delight in transforming his victims into the petulant children before killing them, and no manner of sacrifice can appease him. Luckily for any nearby villages, Krampus stalks their streets but once a year.

Locals believe that Krampus makes his lair among the deep crevasses of ice somewhere within the Winterwall Glacier, which lines Avistan's northernmost reaches. No adventurer has yet braved the treacherous expanse to find and defeat him.

While Krampus is most infamous for tracking and punishing the naughty, his own sins often inform his vindictive responses to others' misdeeds. An incarnation of Krampus who arose from irrepressible greed might possess abilities that better reflect his fierce miserly behavior, emphasizing less the abduction of miscreants and more the disproportionate punishment of thieves and robbers. Such a variant Krampus might arise in different cultures that tell different stories about Krampus, or Krampus's powers and nature might drift between incarnations each time he is defeated and arises anew elsewhere in the world the following year. In these cultures or incarnations, Krampus represents a remorseless yet generous spirit who's willing to grant boons to the truly worthy while tormenting any who fail his morality tests.

Unfortunately for people in regions terrorized by this Krampus, his definition of "any who fail his morality tests" tend to be nearly everyone but the most innocent and generous of people.