Krampus, Lawful Evil Legendary Fiend

Male human fighter/wizard, lawful evil


Armor Class 18 (magic leather coat) 
Hit Points 49 / 90 / 180 / 300 (for tiered play)
Speed 30 ft. 


Saving Throws Str +6, Con +7, Wis +7, Cha +7
(divide by 2 or 3 for lower levels of play)
Skills Perception +14, stealth +2, history +9, intimidate +9
(divide by 2 or 3 for lower levels of play)
Damage Immunities
fire, cold, poison, slashing, piercing, and bludgeoning from nonmagical weapons that aren’t silvered
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified , poisoned, prone.
Senses: Darkvision 120 ft., Passive Perception 15
Languages: All


Improved Darkvision:  Magical darkness doesn’t impede Krampus’s darkvision.

Magic Resistance: Krampus has advantage on saving throws against spells and other magical effects.

Magic Weapons: Krampus’s weapon attacks are magical and deal an extra 2 (1d4) / 6 (2d6) / 9 (3d6) / 13 (3d8) poison damage on a hit.

Fear Aura: Any creature hostile to Krampus that starts its turn within 20 feet of him must make a DC 12 / 16 / 18 / 21 Wisdom saving throw, unless Krampus is incapacitated. On a failed save, the creature is frightened until the start of its next turn and can’t voluntarily move any closer to Krampus. If a creature’s saving throw is successful, the creature is immune to Krampus’s Fear Aura for the next 24 hours.

Shadow Stealth. While in dim light or darkness, Krampus can take the Hide action as a bonus action.

Innate Spellcasting: Krampus spellcasting ability is Wisdom (spell save DC 15). Krampus can innately cast the following spells, requiring no material components:

At will: mage hand, minor illusion, thorn whip (5th level / 10th level / 15th Level / 17th level)

2x per day each: charm person, disguise self, darkness, hold person, wrathful smite, invisibility (self only)

1x per day each: hex, wall of fire, imprisonment



Multiattack: Krampus makes one chain attack and one attack with his claws.

Chain. Melee Weapon Attack: +2 to hit / +4 to hit / +6 to hit / +8 to hit, reach 10ft., one target.
Damage: 3 (1d6) / 6 (2d6) / 11 (2d6 +5) / 22 (4d6 +10) slashing damage plus poison damage (see above). The target is grappled (escape DC 14) if Krampus isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes the same damages as above at the start of each of its turns.

Claws. Melee Weapon Attack: +2 to hit / +4 to hit / +6 to hit / +8 to hit, reach 10ft., one target.
Damage: 3 (1d6) /6 (2d6) / 9 (3d6) / 15 (3d6 + 6) slashing damage plus poison damage (see above).


Legendary Actions

Krampus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Krampus regains spent legendary actions at the start of his turn.

Cantrip. Krampus uses any cantrip from the Player’s Handbook Wizard cantrip list.

Teleport. Krampus teleports to any unoccupied space within 120 feet of him that he can see.

Summon Imp: (cost 2 actions) Krampus summons an Imp (per Monster Manual)

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