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Krampus

Creature 21 (unique) — humanoid, unholy

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLAND

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. Kram

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +38; scent (imprecise) 60 feet, see-invisibility; blizzard sight
Languages common; tongues
Skills acrobatics +36, athletics +39, Festival Lore +35, intimidation +42, society +35, stealth +39, survival +38
Str
+10
Dex
+7
Con
+10
Int
+6
Wis
+6
Cha
+10
Items Spiked Chain
AC 46 Fort +39 Ref +34 Will +35
HP 380
Immunities cold, death-effects
Resistances physical 20
Weaknesses holy 15
Speed 60 feet (air walk, snowstep)

Offense

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

Abilities

Blizzard Sight — Krampus ignores circumstance penalties to visual Perception checks due to ice or snow, as well as Concealment due to ice or snow.
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. 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 (attack) — The captured creature is Grabbed, Slowed 1, and subjected to Krampus's regression ability at the start of each round it is captured.

If the victim Escapes, 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.
Punish the Naughty (concentrate) — 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.
Regression (curse, polymorph, primal) — A creature that starts their turn Captured in Krampus's basket must attempt a DC 44 Fortitude save or be regressed back to their childhood.

The target shrinks one size. In addition, all of the target's proficiencies of expert and better are reduced to trained, which might restrict the use of certain feats.

The effect persists for 24 hours, after which the target regains their normal size and their proficiencies return to normal. A creature currently under the effects of regression can't be further affected by this ability.
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
Primal Innate Spells DC 42, attack +34
6th Baleful Polymorph (×2)
5th Cone of Cold (×2), Tongues (Constant), Wall of Ice
4th Air Walk (Constant)
2nd See Invisibility (Constant)
Cantrips (6th) Dancing Lights, Ray of Frost, Sigil, Tanglefoot

WORKS WELL WITH

WeaverLANDA Weaver groups scattered enemies so Krampus's Frightful Presence and 60-foot reach chain affect more targets.
ShadeLANDA Shade scouts ahead to identify high-value targets for Punish the Naughty before engagement.
MenderLANDA Mender offsets Krampus's holy weakness and sustains him through extended fights.

PUNISHES

✖ clumping✖ low Will✖ weak Fortitude✖ standing still
A second Anvil alongside Krampus lacks the damage per round to finish enemies before they reposition and exploit the holy weakness.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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