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An intermediary step between the Antediluvian vampires and the Dread Vampire/Mythic Vampire. Based on the homonyms Methuselah of the World of Darkness RPG
Methuselah (CR +6)

A Methuselah is a dread figure, an ancient undead creature that has transcended the typical vampire’s existence. Having lived for thousands of years, it has shed the mortal constraints that bind lesser vampires. The transformation from mythic or dread vampire to Methuselah is an arduous and dangerous process unless an antediluvian generate them, requiring vast amounts of blood and rare materials, marking the creature as both a force of nature and a un-living legend. Once a creature has survived centuries of undeath, its power becomes nearly untouchable, making it one of the most fearsome undead to walk the world.

Methuselahs are terrifying, their eyes glowing with an unnatural light, and their form seems both ancient and immortal, with a regal yet monstrous air. Their features are almost ethereal in their perfection, with sharp features and elongated fangs. Their skin, pale and cold as marble, seems almost impervious to age, but those who look closely may notice an unsettling stillness about them, as if they are merely an illusion held together by their immense power.

Methuselahs prefer to manipulate their surroundings and control the battlefield. They summon lesser creatures, dominate enemies, and use their dread powers to sow fear and confusion among their foes. In combat, they are ruthless and methodical, using their natural vampiric powers to drain the life from their enemies, while simultaneously healing themselves at an incredible rate. Their claws and bite are lethal, and they can inflict debilitating blood drain or energy drain with each attack.

In dire situations, a Methuselah will use its ability to assume gaseous form, retreating to its coffin to recuperate and heal. It will not hesitate to use its strength to crush any resistance, and it may even manipulate its spawn or other undead creatures to serve as pawns in its long-term schemes.

Despite their immense power, Methuselahs are not without vulnerabilities. They cannot enter a private dwelling unless invited, and they are repelled by holy symbols, though this effect can be resisted by those with strong faith. Exposure to sunlight is a significant weakness—while it doesn't destroy them outright, it severely hampers their ability to regenerate and fights them into a weakened state. Similarly, immersion in running water or the impaling of a blessed wooden stake through their heart can temporarily end their existence.

The Methuselah’s final downfall can only be achieved by discovering the unique and often cryptic method tied to each individual creature—something known only to the greatest of scholars or the most experienced vampire hunters.

Creating a Methuselah
“Methuselah” is an acquired template that can be added to any living creature with an Intelligence score of 5 or higher (referred to hereafter as the base creature). A character that has been a mythic or dread vampire for 2,000 years can replace the mythic vampire or dread vampire template (both of them if it possess both) with the methuselah template through a blood ritual that consume 10,000 gp of rare materials and require 24 hours to be brought to fruition. A methuselah uses the base creature’s stats and abilities except as noted here.

CR: As the base creature +6.

Alignment: Any evil.

Type: The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points.

Senses: A methuselah gains blindsight +40 ft., darkvision 60 ft., and scent special ability.

Armor Class: Natural armor improves by +10.

Hit Dice: Change all of the base creature’s racial HD to d8s.

Defensive Abilities: A methuselah has channel resistance +16; DR 10/good and silver and DR 5/epic; immunity to cold; resistance to acid 20, electricity 20, sonic 20; and fast healing 8, in addition to all of the defensive abilities granted by the undead type. Unlike a normal fast healing, this fast healing can regrow lost portions of the vampire body and it can reattach severed limbs or body parts as for regeneration. methuselah also gain the dread rejuvenation and unholy ego abilities.

Dread Rejuvenation (Su)
Methuselah are notoriously hard to destroy. If reduced to 0 hit points in combat, a methuselah assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 3 days or be utterly destroyed. (It can normally travel up to 9 miles in 1 hour.) Additional damage dealt to a methuselah forced into gaseous form has no effect. Once at rest, the methuselah is helpless. It regains 1 hit point after 1 hour, and then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Even if a methuselah is killed, if its remains are bathed in the blood of a single non-extraplanar good creature with at least a number of HD equal to the methuselah’s, it returns to unlife within 1d4 minutes.
The method to permanently destroy a methuselah is unique to each vampire, and should be created specifically for each different methuselah by the GM.

Unholy Ego (Su)
A methuselah gains a bonus equal to its Charisma bonus (if any) on all saving throws and as a deflection bonus to AC. This does not stack with similar abilities that add the Charisma as untyped bonus to saving throws like the unholy resilience of the antipaladin or the towering ego of the mesmerist.

Weaknesses: Unlike their lesser brethren, garlic or mirrors do not affect methuselah. They ignore holy symbols unless they are presented by someone with strong faith (someone who can cast divine spells, or who is otherwise favored by their deity). Presenting a holy symbol is a standard action against which a methuselah gets a Will save. The save DC is either Wisdom– or Charisma-based, whichever is better. If it fails, the methuselah recoils and cannot approach within 5 feet or act against the presenter, and the methuselah is considered staggered. The methuselah gets another save each round the symbol is presented to act normally.
Methuselahs cannot enter a private home or dwelling unless invited in by someone with the authority to offer an invitation. If invited in, the methuselah gains immunity to its normal weaknesses while in that abode for 10 years or until the invitation is revoked. If the methuselah is in the home when an invitation is revoked, the vampire is immediately expelled and appears 30 feet from the abode’s entrance.
Reducing a methuselah’s hit points to 0 or fewer incapacitates it, but doesn’t always destroy it due its fast healing ability. However, certain attacks can slay methuselahs, at least temporarily (see dread rejuvenation above). Exposing any methuselah to direct sunlight staggers it on the first round of exposure, and it takes 5 hit point of damage each round after if it does not escape. While exposed to direct sunlight, the methuselah does not gain the benefits of fast healing.
Unless the base creature has the aquatic subtype or has as swim speed, each round of immersion in running water inflicts 5 hit points of damage to a methuselah—a methuselah reduced to 0 hit points in this manner is destroyed.
Driving a blessed wooden stake through a helpless methuselah’s heart instantly slays it (this is a full-round action); any other wooden stake has no effect on the methuselah except for the weapon’s normal damage. If the blessed stake is removed from the methuselah, the methuselah comes back to life, unless the vampire’s head is severed, its body and head anointed with holy water, its body sanctified with a gentle repose spell, and its corpse buried in land under the effects of a hallow spell.

Speed: If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If it lacks one of those speeds, the methuselah gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the methuselah gains both at a speed equal to one-half the base creature’s highest speed.
The methuselah also gains a fly speed equal to one-half the base creature’s highest speed if it cannot already fly. Its maneuverability class becomes perfect. Flight gained by application of this template is supernatural in nature.
If the base creature has a swim speed, the methuselah retains it and is not vulnerable to immersion in running water.

Attacks: The methuselah gains two claw attacks and a bite if the base creature didn’t have any (1d4 points of damage for a Small vampire, 1d6 points of damage for a Medium one). The claws also gains bleed (1d3). Its natural weapons are treated as epic magic weapons for the purpose of overcoming damage reduction.

Special Attacks: The methuselah gains energy drain (2 levels) on any single natural attack type the base creature possesses. Saves DCs are Charisma-based unless otherwise specified.

Blood Drain (Ex)
A methuselah can suck blood from a grappled opponent; if the methuselah establishes or maintains a pin, it drains blood, dealing 1d6 points of Constitution damage. The methuselah heals 5 hit points or gains 5 temporary hit points for 8 hours (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Blood Omen (Su)
Three time per day, but no more than once per 10 minutes, as a standard action that provoke attack of opportunity, a methuselah can drain blood from all creatures within 30 ft. Each creature must succeed at a Fortitude saving throw or be affected by the methuselah’s blood drain ability. The methuselah gains the normal benefits of all blood drained in this manner.

Children of the Eclipse (Su)
A methuselah can command the lesser creatures and undead of the world. At will, a methuselah can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action (if the base creature is not terrestrial, this power might summon other creatures of similar power). Three times a day, as a standard action, it can summon creature of the animal, vermin, or undead type. Each creature summoned must have an Intelligence score of 2 or lower. The methuselah can summon any combination of creatures so long as their total CR is less than 3/2 its own HD and the single creature cannot have a CR higher of his HD. Once per day, the methuselah can use children of the eclipse to call forth 3d8 ghouls, 1d6 mohrgs, 2d6 shadows, or 1d6 wraiths. Summoned creatures arrive in 2d6 rounds and serve the methuselah for up to 1 hour.

Create Spawn (Su)
Methuselahs can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. The container is often a coffin because ignorant family members of a methuselah’s victims often bury their lost loved ones in the traditional manner. When a methuselah wants to make a specific creature its spawn, however, it often places the body in a specifically designed receptacle, such as an iron box. If a methuselah’s or vampire’s coffin home is ever destroyed, the vampire cannot reform and is destroyed when it reaches 0 hit points.
Under these conditions, a creature slain by a methuselah’s blood drain or energy drain attack rises as a standard vampire (moroi) or vampire spawn (moroi if the creature has 5 or more HD, vampire spawn if less) 24 hours after death. If the methuselah want to generate more powerful spawns, it can take a number of permanent negative levels equal to the HD of the creature slay at the time of its death for returning it as a mythic dread vampire (dread vampire with the mythic vampire template) instead of a normal vampire (this negative levels ignore any immunity or protection and cannot be removed in any way short of wish or miracle but go away at the rate of 1 per day). If the methuselah is slay by this negative levels (the creature has a number of HD equal or higher than the methuselah), the effect backfire as all the energy is drained by the methuselah, permanently destroying it (as for its unique method capable of overcome dread rejuvenation) and returning the slay creature as a methuselah instead of a dread/mythic vampire (without the need to be kept in a coffin home). The new methuselah automatically gains the control of all the spawn of the previous methuselah (as if it had created them).
A vampire, vampire spawn, or dread mythic vampire created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. A dread mythic vampire that become a methuselah is automatically free. At any given time, a methuselah may have enslaved vampires, vampire spawns, or dread mythic vampires totaling no more than six times its own Hit Dice; spawn created that exceed this limit rise as free-willed vampires, vampire spawns, mythic vampires, or dread vampires. A vampire or dread mythic vampire enslaved to its creator may create and enslave spawn of its own; thus, a master methuselah can indirectly control a large number of lesser vampires. A methuselah may voluntarily free an enslaved spawn in order to enslave a new one, but once freed, the former spawn cannot be enslaved again.

Dominate (Su)
A methuselah can crush an opponent’s will as a standard action. Anyone the methuselah targets must succeed on a Will or fall instantly under its influence as though by a dominate monster spell (caster level equals methuselah’s character level). The ability has a range of 40 feet and is a mind-affecting effect.

Eclipse (Su)
A methuselah can oblot out the power of the sun in a 1-mile radius as a move action by expending a use of Mythic Power. In this area, for 1 hour, the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. Eclipse automatically dispel any light spell of spell level lower than 1/3 the methuselah HD. Vampires of any kind can see through this darkness.

Mist Shapes (Su)
A methuselah can summon and sculpt mist into realistic shapes as the major image spell (CL equal to the methuselah’s total Hit Dice). A shape created in this way lasts for as long as the methuselah can see and concentrate upon it. In areas of particularly dense mist, this ability functions as mirage arcana instead of major image (CL equal to the methuselah’s total Hit Dice).

Telekinesis (Su)
As a standard action, a methuselah can use telekinesis (CL equal to the methuselah’s total Hit Dice) without the maximum weight limit of 375 pounds at 15th level.

Spell-like Abilities:

Constant
true seeing, unseen servant;

3/daydarkness, fog cloud;

1/daydeeper darkness, haste, overwhelming presence.

Caster level equals methuselah’s total Hit Dice. All DCs are Charisma-based.

Special Qualities: The methuselah retains all the base creature’s special qualities and gains those described here.

Change Shape (Su)
As a standard action, a methuselah can assume the shape of any animal, vermin, or corporeal undead. This ability otherwise functions as beast shape III, vermin shape II, or undead anatomy III except that the methuselah does not adjust its ability scores and can remain in this form until it assumes another or until the next sunrise.

Gaseous Form (Su)
As a standard action, a methuselah can assume gaseous form at will (caster level equal to the methuselah’s total Hit Dice), but can remain gaseous indefinitely and has a fly speed of 40 feet with perfect maneuverability.

Hibernation (Ex)
A methuselah can enter a state of voluntary hibernation. While in hibernation, it can take no actions, is helpless, and its fast healing ability ceases to function. The methuselah also appears dead to most observers, though a successful Heal check DC 10 + methuselah HD + its Charisma modifier reveal its undead nature. Magical abilities, such as the deathwatch or detect undead spells, or magical senses like lifesense or spiritsense, automatically reveal the ruse. If it is jostled or damaged while hibernating, a methuselah can attempt a DC 35 Will save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. A methuselah can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, the methuselah needs only 1d3 rounds to rouse itself, with no Will saving throw necessary.

Mastermind (Su)
A methuselah can see, hear, and speak through the body of a creature it has dominated or one of its spawn and can communicate telepathically with it. The methuselah can use this ability indefinitely on one creature at a time, as long as it and the creature under its control or spawn remain on the same plane. A methuselah using this ability can’t move, but is still aware of its surroundings and can end this ability as a free action.

Mythic (Ex)
A methuselah has Mythic Power (3/day, Surge +1d6) and counts as a 3rd-rank Mythic creature. It does not gains any other mythic ability, feat, or traits. A methuselah must select one of the following options.
  • Vampire Caster: A methuselah can use any of its spells and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.​
  • Vampire Fighter: When a methuselah expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require it to expend any additional uses of Mythic Power to use this ability.​
A methuselah with 8 or more HD counts as a 6th-rank Mythic creature and has Mythic Power (6/day, Surge +1d8).
A methuselah with 14 or more HD counts as a 10th-rank Mythic creature and has Mythic Power (10/day, Surge +1d12).

See Through Blood (Su)
A methuselah, when use its blood drain attack, can see into a being’s past and learn his history. The target must make a Will save (DC 10 + ½ methuselah HD + its Charisma modifier) or have his entire history become known to the methuselah. The methuselah can attempt to discern an individual’s history any number of times, but each time the target successfully save against this ability, he gains, for a week, a cumulative +4 circumstance bonus on his next save against this ability. Each successful save reset the week duration. This is a mind-affecting affect but immunity against it instead give only a +8 racial bonus on the save.

Shadowless (Ex)
A methuselah casts no shadows and shows no reflection in a mirror.

Swarm Shape (Su)
As a standard action, a methuselah can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The methuselah gains the swarm attack and extraordinary special attacks of the swarm it has transformed into. While in swarm form, a methuselah can’t use its natural weapons or any of its special attacks. It retains all its other abilities, counts as an undead creature, and can use any of the swarm’s abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise. This is a polymorph effect.

Tenuous Existence (Su)
A methuselah can pass through solid objects (like walls, doors, ceilings, and floors) using its fly speed as if they weren't there. If it end its inside a solid object, it takes 6d6 points of damage which ignore damage reduction and is shunted in the nearest open space.

Uncanny Climber (Su)
A methuselah can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.

Vitae (Var.)
A methuselah gains the vitae as an antediluvian vampire, except that its blood pool can store only a number of points at the same time up to ½ its HD and it unlock only a single vitae power when it reach 10 HD (does not gains vitae powers at 7, 14, 21 HD or higher).

Abilities: Str +10, Dex +8, Int +6, Wis +6, Cha +8. As an undead creature, a methuselah has no Constitution score.

Feats: A methuselah gains Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.


Skills: A methuselah receives a +10 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Bluff, Perception, Sense Motive, and Stealth are always class skills for a methuselah.
 

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Today I will post the evil of Christmas, Krampus. For create it, I used the base 1st edition Krampus (Krampus – d20PFSRD), with some abilities from some 3pp versions (Krampus – d20PFSRD / paizo.com - Forums: Conversions: Krampus / Krampus (3.5e Monster) - Dungeons and Dragons Wiki / Krampus in DnD???), and the 2nd edition version (Krampus - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database).

Krampus

LE Large monstrous humanoid (abomination, cold)

Init +19; Senses blindsight 500 ft., detect evil, detect good, discern lies, naughty scent, see in darkness, snow vision, true seeing; Perception +64

Aura cold (1d12 cold damage, 60 ft.), frightful presence (DC 48, 120 ft.), snowstorm (1 mile)

AC 76, touch 43, flat-footed 59 (+20 armor, +13 deflection, +11 Dex, +4 divine, +6 dodge, +13 natural, -1 size)

hp 1.008 (42d10+588) fast healing 20, regeneration 20 (epic and good)

Fort +61, Ref +56, Will +56

Defensive Abilities limited immortality, nondetection, sixth sense; DR 20/epic and good; Immune ability damage and drain, cold, curse, death effects, disease, electricity, energy drain, fear, mind-affecting effects, paralysis, polymorphing, petrification, or any form-altering attack, enchantment, illusion and transmutation magic, death from massive damage; Resistance acid 30, fire 30, Terrestrial Hazards; PR/SR 56

Weakness fire vulnerability

Offense

Speed 90 ft., air walk, snowstep

Melee spiked chain +70/+70/+65/+60/+55 (4d10+37/15–20x3 plus 3d6 cold and grab), gore +63 (3d10+14) or 2 claws +68 (2d10+23), gore +68 (3d10+23)

Space 10 ft.; Reach 10 ft. (60 ft. with spiked chain)

Special Attacks capture, dragging lash, melodious roar (DC 48), mythic power (4/day, surge +1d8), powerful charge (gore, 8d12+32), punish the naughty, rattling chains, regression, spellstrike, turn gift to coal

Spell-Like Abilities (CL 46th; concentration +63)

Constantair walk, detect evil, detect good, discern lies (DC 31), greater magic fang, nondetection, tongues, true seeing

At willbeguiling gift (DC 28), bestow curse (DC 31), commune (Santa Claus only), cone of cold (DC 32), control weather (as a druid), frostball (as fireball but cold damage and descriptor, DC 30), frost fall (DC 29), dimension door, discern location, flesh to ice (as flesh to stone but ice instead of stone and cold descriptor, DC 33), greater scrying (DC 34), ice storm, icy prison (DC 32), invisibility, sleet storm (DC 30), wall of ice (DC 31)

3/daybaleful polymorph (DC 32), commune with nature, create food and water, delayed blast frostball (as delayed blast fireball but cold damage and descriptor, DC 34), greater bestow curse (DC 34), greater invisibility, greater teleport, legend lore, mass icy prison (DC 36), phantasmal killer (DC 32), polar midnight (DC 36), polar ray, summon evil toys (3d6 evil toys, spell level 9th), winter storm (as fire storm but cold damage and descriptor [catch in fire deal cold damage as well], DC 35)

1/yearcold winter [E] (as rain of fire but cold damage and descriptor, DC 37), polymorph any object (DC 35), sympathy (DC 35), weird (DC 36), wish (to a mortal creature only)

1/100 yearsdire winter [E]

Str 46, Dex 33, Con 38, Int 26, Wis 33, Cha 36

Base Atk +42; CMB +65; CMD 105

Feats Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Fortitude, Greater Vital Strike, Greater Weapon Specialization (spiked chain), Improved Critical (spiked chain), Improved Initiative, Improved Vital Strike, Intimidating Prowess, Power Attack, Signature Skill (intimidate), Vital Strike, Weapon Focus (spiked chain), Weapon Specialization (spiked chain)

Epic Feats Good Fortitude, Greater Critical (spiked chain), Improved Critical Multiplier (spiked chain), Improved Dodge, Sixth Sense

Skills Acrobatics +29, Appraise +54, Bluff +59, Craft (toymaker) +57, Diplomacy +59, Disable Device +29, Heal +29, Intimidate +80, Perception +64, Sense Motive +61, Stealth +56, Survival +60, Swim +64, Use Magic Device +59

Languages Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan; tongues, telepathy 1.000 ft.

SQ bountiful bag, chain armor, compression, cook people, hide in plain sight, might, mystical chains, mythic, nightmare out of a dark winter, virtual size category +1

Divine Abilities

• Eternal Freedom (Su): You are immune to spells and effects which impede movement

• Strong Soul (Ex): Str as insight to saving throw

Bountiful Bag (Su)
Krampus carries a large bag brimming with barely contained gifts and trinkets, including one of every magical item that is a consumable and cannot be recharged (potions, scrolls, or wands) with a value of 20.000 gp or less, at least 20 golden rod memento, and an assortment of food and valuables. This particular bag contain even potion of level higher that 3rd (like a potion of resurrection that value 16.000 gp). 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 as a move action, always finding the desired stored item at the top of the bag. The bag conduce to a private extradimensional demiplane, so the weight of its contents doesn't count against Krampus's carrying capacity. The bag functions as a normal sack if used by anyone other than Krampus, and if Krampus is slain, the bag retains 2d4 random consumable items of 100.000 gp or less (this is the loot of the encounter).

A creature can use the Disarm or Steal combat maneuver 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 successful combat maneuver, the creature Disarms or Steals the object (or a random consumable item of at least 10.000 gp value if the creature didn't envision an object).

If the creature fail by 10 or more the combat maneuver the creature Disarms or Steals a golden rod memento (see the end of the sheet) instead of a consumable item.

Capture (Su)
If Krampus begins its turn grappling an adjacent Large or smaller creature, it can stuff the target into its bag as a swift action that doesn’t provoke attacks of opportunity. This use of the bad conduce to an extradimensional space similar of a bag of holding with the difference that the air is magically constantly renewed (a creature is never in danger of suffocating) and never conduce to the private demiplane that hold the objects (see Bountiful Bag). A creature stuffed into this bag is subjected to Krampus’s regression ability (see below). A creature in the bag can try to cut its way free with any light slashing weapon. The bag has AC 46, hardness 20, 120 hit points and automatically heal 20 hit points at the start of Krampus turn. If a creature reduce the bag to 0 hit points, the automatic heal is deactivate and Bountiful Bag cannot be used but Krampus can repair the bag as a swift action that does not provokes attacks of opportunity, restoring the bag to 120 hit points and reactivating the automatic heal and Bountiful Bag. Until then, any creature stuffed into the bag is still subjected to the regression ability but can escape with a move action that provokes an attack of opportunity from Krampus. The bag has other special qualities while in Krampus’s possession. The weight of creatures in the bag doesn’t count against Krampus’s carrying capacity. Up to 16 Small creatures, 8 Medium creatures or 4 Large creatures can fit in the bag at a time. If used by any creature other than Krampus, the container functions as a mundane sack. If Krampus’s bag is lost or destroyed, it can create a new bag with a full-round action that provokes attacks of opportunity. The bag is tied up to the chains that adorn Krampus, so it doesn't need to use a hand to hold it.

Chain Armor (Ex)
The chains that adorn Krampus grant it a +20 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.

Cook People (Su)
Krampus gains and can use the Cook People witch’s hex, even if it doesn’t meet that hexes normal prerequisites.

Divine Traits (Abomination) (Ex)
As an abomination, Krampus gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Krampus ’s natural attacks or any weapons it wields, are treated as epic and evil for the purpose of overcoming damage reduction. Krampus does not age and requires no food or drink to sustain itself.

Dragging Lash (Ex)
If Krampus grapple a foe with its spiked chain, it can immediately attempt a drag check without provoking attack of opportunity. If Krampus wins the check, it draws the foe automatically into an adjacent square, regardless of the total check result.

Grant Spells
Krampus can grant spells of 7th level or less. It grant access to the domains of Community, Evil, and Law and to the subdomains of Education, Judgment, Torture°, and Yule°.
°Clerics of Krampus can use the Torture subdomain to modify the Evil domain and Yule subdomain to modify the Community domain.

Hide in Plain Sight (Su)
Krampus can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, Krampus can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Limited Immortality (Ex)
If Krampus is killed, a new Krampus forms elsewhere in the world after a year’s time—this new Krampus retains the memories of the previous Krampus and likely holds a grudge against the person who killed it the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals.

Melodious Roar (Su)
As a full-round action that provokes attacks of opportunity, Krampus can lets out a soothing roar that can be heard up to a mile away. All creatures that hear it must make a Will save DC 48 or fall under a magical sleep until the next dawn. Sleeping creatures are helpless. Wounding awakens an affected creature, but normal noise or slapping does not. Creatures with 21 or more HD or that succeed the save are immune to melodious roar for 24 hours. This is a compulsion, mind-affecting, sonic effect and deaf creatures are immune to it. The save DC is Charisma-based.

Might (Ex)
Krampus deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than its HD.

Mystical Chains (Su)
Krampus’s chains function as a +6 ghost touch, icy blast, impact, speed spiked chain made of cold iron. These chains become non-magical if Krampus does not carry or wield them, and if a chain is disarmed or destroyed, Krampus can create a new set of chains as a standard action. The chains react almost as a living extension of Krampus’s will and have the grab ability. If Krampus grapple a foe with its chain, the foe gains the grappled condition, but Krampus does not. If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, Krampus can spend one use of its mythic power as a swift action while making the grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects. Finally, Krampus can still make attacks with its spiked chain even while a creature is grappled in it. Doing so imposes a -4 penalty on Krampus’s attack rolls, but causes both the grappled creature and the target to suffer an additional 6d6 points of bludgeoning damage with each successful hit. Krampus can grapple only one creature at a time with its chain.

Mythic (Ex)
Krampus has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. Krampus can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Naughty Scent (Su)
Krampus gains the scent ability with a base of range of 1 mile, but only with respect to creatures with the evil alignment. Creatures of evil alignment with 5 or more HD count as having a strong scent. Creatures with the evil subtype or with evil alignment and 11 or more HD count as having an overpowering scent. Creatures that commit a “minor” evil act in the last year like stealing a toy or snapping at parents count as having the evil alignment for this capacity.

Nightmare Out of a Dark Winter (Ex)
Krampus Intimidate and frightful presence ignore immunity to fear and mind-affecting of creature with 20 HD or less or if the creature is a child, a creature with the young template, or a victim of Krampus’s regression ability.

Punish the Naughty (Su)
As a swift action, Krampus can designate a single target it can see as being “naughty.” The target must be a child, a creature with the young template, or a victim of Krampus’s regression ability. Against that target, Krampus gains a +20 bonus on attack and damage rolls and Intimidate, Perception, Sense Motive, and Survival checks. These bonuses remain in effect until the target is dead or Krampus designates another target as naughty.

Rattling Chains (Ex)
As a standard action, Krampus can attempt to demoralize opponents by rattling its chains. This functions as the Dazzling Display feat, except it does not require Krampus to be wielding a weapon and the range is 60 ft. Krampus can expend one use of mythic power when use this ability to make those affected by the display frightened rather than shaken (does not stack with the use of Intimidate Unchained).

Regression (Su)
Each round a creature begins its turn stuffed into Krampus’s bag, it must succeed at a Fortitude saving throw DC 48 or be regressed back to its childhood. The creature is affected in size as if via reduce person (even if his not humanoid), but none of the target’s gear changes size. This effect persists for 24 hours, after which the target regains its original size. A creature which is a child or currently under the effects of regression cannot be further affected by this ability. This is a curse effect. The save DC is Charisma-based.

Snowstep (Ex)
Krampus ignores difficult terrain and movement penalties caused by snow and ice, and it leaves no tracks when moving through areas of snow or ice (as under an extraordinary pass without trace effect). Krampus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Snowstorm (Su)
Krampus is surrounded by whirling blasts of snow, even in areas that wouldn’t allow for such weather, that comprise a 1 mile-radius spread. Within this area, the snowfall and wind gusts cause a -4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around Krampus, and functions as severe wind. Krampus is unaffected by this snowstorm (see snowstep and snow vision). Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely but Krampus can reactivate it as a standard action in its turn.

Snow Vision (Ex)
Krampus can see perfectly well in stormy and snowy conditions, including in blizzards, and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.

Spellstrike (Su)
Whenever Krampus uses a spell-like ability with a range of touch, it can deliver the spell through its spiked chain as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell effect, Krampus can make one free melee attack with its spiked chain as part of activating the ability. This attack uses the weapon’s reach and critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. If successful, this melee attack deals its normal damage as well as the effects of the spell.


The little helper of Krampus, they are not used to fight but to scare and announce the arrival of the Christmas Nightmare to the unfortunate family.

Evil Toys

NE Small construct

Init +6; Senses darkvision 60, low-light vision, snow vision; Perception +16

DEFENSE

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)

hp 65 (10d10+10)

Fort +3, Ref +5, Will +3

Defensive Abilities hardness 5; Immune cold, construct traits; PR/SR 15

Weakness vulnerability to fire

OFFENSE

Speed 20 ft., burrow 10 ft, climb 10 ft., snowstep

Melee slam +13 (1d3)

STATISTICS

Str 10, Dex 14, Con –, Int 10, Wis 10, Cha 10

Base Atk +10; CMB +9; CMD 21

Feats Improved Initiative, Power Attack, Skill Focus (perception, stealth), Weapon Finesse

Skills Perception +16, Stealth +22

Languages Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan (cannot speak)

Golden Rod Memento (Minor Artifact)
Aura
overwhelming abjuration and good; CL 46th; Slot slotless; Weight
DESCRIPTION
This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as for the spell status that transcends planar borders. The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against the following code of conduct:
  • Help those in need (provided they do not use the help for evil ends).
  • You must never willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
  • You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
  • Punish those who harm or threaten innocents.
  • You must never knowingly steal or inflict harm with the goal of stealing the victim's wealth. This tenet doesn't prevent you from looting those you harm primarily in the defense of yourself and others.
Whenever you violate this code of conduct, one of the golden branches tarnishes (and utterly egregious violations might tarnish multiple branches). During the winter following the curse activating, the pin transforms based on the number of golden branches remaining.

5 Branches: The pin either transforms into a pile of golden trinkets whose gold piece value equals your level × 10.000 and it grants you absolution for your misdeeds as for an atonement spell (leading towards good only). You don't need to pay a gp price; your exemplary behavior over the past year qualifies.

3–4 Branches: The pin either becomes a non-magical golden pin worth 100 gp, or it grants you absolution for your misdeeds as for an atonement spell (leading towards good only). You must pay any cost for the atonement spell.

1–2 Branches: The pin transforms into a leering Krampus face that curse you before dissolving. You lose any immunity and resistance to cold from class abilities, race or subtype. This curse can be removed only with miracle or wish.

0 Branches: The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin.

DESTRUCTION
A golden rod of memento dissolve automatically 1 year after the object is activated.
How did I miss this bit of awesome?
Found it just in time for Christmas.
 

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