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Krampus CelebrantCreature 8


RareNEMediumHumanoid
Source Pathfinder Lost Omens: Monsters of Myth
Perception +19 (darkvision, scent (imprecise) 30 feet)
Languages Common
Skills Athletics +17, Intimidation +18, Stealth +15, Survival +15
Str +5, Dex +3, Con +4, Int +1, Wis +3, Cha +4

AC 27; Fort +19; Reflex +16; Will +13;
HP 125
Speed 25 feet
Weaknesses Good 5
Resistances Cold 10, Physical 5

Claw One Action +20 (+16, +12) to hit (agile) 2d8+9 Slashing
Birch Bundle One Action +20 (+15, +10) to hit (backswing, forceful) 2d10+9 Bludgeoning
Horn One Action +20 (+15, +10) to hit 2d12+9 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Frightful Presence (aura, emotion, fear, mental)

30 feet Aura DC 23 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Frightful Parade Two Actions

The Krampus celebrant Strides up to its Speed and attempts a birch bundle Strike against one creature within its reach at any point during that movement.

Relentless Torment Reaction

Trigger The Krampus celebrant hits a frightened creature with its birch bundle Strike


Effect The target must attempt a DC 26 will save to resist the effects of the fearful assault.


Success The target is unaffected.

Failure The creature takes 1d8 mental damage. At the end of the creature's next turn, its frightened condition doesn't decrease by 1.

Critical Failure The creature takes 2d8 mental damage, and its frightened condition increases by 1 (maximum 4). At the end of its next turn, its frightened condition doesn't decrease by 1.

Snowstride

The Krampus celebrant ignores difficult terrain caused by snow and ice, and it treats greater difficult terrain caused by snow and ice as difficult terrain.

Vandal

Whenever the Krampus celebrant deals damage to an object, it ignores the first 10 points of the object's Hardness.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Innate Primal Spells (DC 26, +18 to hit)

Cantrips (4th Level): Tanglefoot
2nd Level: Obscuring Mist



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.