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Krampus (The Horned Miser)Creature 21


UniqueNELargeHumanoid
Source Pathfinder Lost Omens: Monsters of Myth
Perception +38 (blizzard sight, scent (imprecise) 60 feet, thief scent (imprecise) 1 mile, see invisibility)
Languages Common, Tongues
Skills Acrobatics +36, Athletics +39, Lore +35, Intimidation +42, Society +35, Stealth +39, Survival +38
Str +10, Dex +7, Con +10, Int +6, Wis +6, Cha +10

AC 46; Fort +39; Reflex +34; Will +35;
HP 380
Speed 60 feet
Immunities cold, death effects
Weaknesses Good 15
Resistances Physical 20

Spiked Chain One Action +42 (+37, +32) to hit (disarm, evil, finesse, magical, reach 60, trip) 3d8+18 Slashing
Claw One Action +41 (+37, +33) to hit (agile, magical, reach 10) 4d6+25 Slashing
Horn One Action +41 (+36, +31) to hit (magical) 4d10+25 Piercing

Scent (Imprecise) 60 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.

Blizzard Sight

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

Bountiful Bag

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 extradimensional space, so the weight of its contents doesn't count against Krampus's Bulk limit. The bag functions as a normal sack if used by anyone other than Krampus, and if the bag is stolen or Krampus is slain, the bag retains only 2d4 random common consumable items of 16th level or higher.

A creature can use Disarm or Steal to extract a consumable item from Krampus's bag. As part of the action, the creature can envision a specific item it wants to extract. On a success, the creature Disarms or Steals the object and rolls a DC 13 flat check.


Success The creature Disarms or Steals the envisioned object. If the creature didn't envision an object, it Disarms or Steals a random common consumable item of a level at least half the creature's level.

Failure The creature Disarms or Steals a random common consumable item of a level at least half the creature's level.

Critical Failure The creature Disarms or Steals a golden rod memento instead of a consumable item.

Thief Scent

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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Frightful Presence (aura, emotion, fear, mental)

120 feet Aura DC 42 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.

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 One Action (attack)

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 Escapes (DC 48), it climbs out of the basket. A captured creature can attack the interior of the basket, but only with unarmed attacks or weapons of light Bulk or less, against an AC of 40. If the captured creature deals 40 slashing or piercing damage, the basket is broken and all the creatures inside spill out. A creature that gets free by either Escaping or by someone breaking the basket is deposited in a square of their choosing adjacent to Krampus.

The basket is an extradimensional space, so the weight of the creatures within doesn't count against Krampus's Bulk limit. Up to four Small creatures or two Medium creatures can fit in the basket at one time.

Krampus can Repair the basket as a 2-action activity that doesn't require tools. If the basket is lost or destroyed, Krampus can create a new one with 1 hour of work. The basket functions as a normal sack if used by anyone other than Krampus.

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 One Action (concentrate)

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 have only one naughty target at a time.

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 Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Primal Innate Spells (DC 42, +34 to hit)

Cantrips (10th Level): Dancing Lights, Ray of Frost, Sigil, Tanglefoot
2nd Level: See Invisibility (Constant)
4th Level: Air Walk (Constant)
5th Level: Cone of Cold, Tongues (Constant), Wall of Ice
6th Level: Baleful Polymorph


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.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

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