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<blockquote data-quote="Obly99" data-source="post: 8958049" data-attributes="member: 7035194"><p>Today I will post the evil of Christmas, Krampus. For create it, I used the base 1st edition Krampus (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/krampus/" target="_blank">Krampus – d20PFSRD</a>), with some abilities from some 3pp versions (<a href="https://www.d20pfsrd.com/extras/community-creations/epic-meepo-presents/monsters/krampus/" target="_blank">Krampus – d20PFSRD</a> / <a href="https://paizo.com/threads/rzs2pazz?Krampus" target="_blank">paizo.com - Forums: Conversions: Krampus</a> / <a href="https://dnd-wiki.org/wiki/Krampus_(3.5e_Monster)" target="_blank">Krampus (3.5e Monster) - Dungeons and Dragons Wiki</a> / <a href="https://forums.giantitp.com/showthread.php?473029-Krampus-in-DnD" target="_blank">Krampus in DnD???</a>), and the 2nd edition version (<a href="https://2e.aonprd.com/Monsters.aspx?ID=1213" target="_blank">Krampus - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database</a>).</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Krampus</span></strong></p><p></p><p>LE Large monstrous humanoid (abomination, cold)</p><p></p><p><strong>Init</strong> +19; <strong>Senses</strong> blindsight 500 ft., <em>detect evil, detect good, discern lies,</em> naughty scent, see in darkness, snow vision, <em>true seeing</em>; Perception +64</p><p></p><p><strong>Aura</strong> cold (1d12 cold damage, 60 ft.), frightful presence (DC 48, 120 ft.), snowstorm (1 mile)</p><p></p><p><strong>AC</strong> 76, touch 43, flat-footed 59 (+20 armor, +13 deflection, +11 Dex, +4 divine, +6 dodge, +13 natural, -1 size)</p><p></p><p><strong>hp</strong> 1.008 (42d10+588) fast healing 20, regeneration 20 (epic and good)</p><p></p><p><strong>Fort</strong> +61, <strong>Ref</strong> +56, <strong>Will</strong> +56</p><p></p><p><strong>Defensive Abilities</strong> limited immortality, nondetection, sixth sense; <strong>DR</strong> 20/epic and good; <strong>Immune</strong> 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; <strong>Resistance</strong> acid 30, fire 30, Terrestrial Hazards; <strong>PR/SR</strong> 56</p><p></p><p><strong>Weakness</strong> fire vulnerability</p><p></p><p>Offense</p><p></p><p><strong>Speed</strong> 90 ft., air walk, snowstep</p><p></p><p><strong>Melee</strong> 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)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft. (60 ft. with spiked chain)</p><p></p><p><strong>Special Attacks</strong> 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</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 46th; concentration +63)</p><p></p><p><strong>Constant</strong>—<em>air walk, detect evil, detect good, discern lies</em> (DC 31)<em>, greater magic fang, nondetection, tongues, true seeing</em></p><p></p><p><strong>At will</strong>—<em>beguiling gift</em> (DC 28), <em>bestow curse</em> (DC 31), <em>commune</em> (Santa Claus only), <em>cone of cold</em> (DC 32), <em>control weather</em> (as a druid), <em>frostball</em> (as fireball but cold damage and descriptor, DC 30), <em>frost fall</em> (DC 29), <em>dimension door</em>, <em>discern location</em>, <em>flesh to ice</em> (as flesh to stone but ice instead of stone and cold descriptor, DC 33),<em> greater scrying</em> (DC 34)<em>, ice storm, icy prison</em> (DC 32), <em>invisibility, sleet storm</em> (DC 30), <em>wall of ice</em> (DC 31)</p><p></p><p><strong>3/day</strong>—<em>baleful polymorph </em>(DC 32), <em>commune with nature, create food and water, delayed blast frostball </em>(as delayed blast fireball but cold damage and descriptor, DC 34), <em>greater bestow curse</em> (DC 34),<em> greater invisibility, greater teleport, legend lore, mass icy prison</em> (DC 36), <em>phantasmal killer</em> (DC 32),<em> polar midnight</em> (DC 36), <em>polar ray, summon evil toys </em>(3d6 evil toys, spell level 9th), <em>winter storm</em> (as fire storm but cold damage and descriptor [catch in fire deal cold damage as well], DC 35)</p><p></p><p><strong>1/year</strong>—<em>cold winter</em> [E] (as rain of fire but cold damage and descriptor, DC 37), <em>polymorph any object </em>(DC 35), <em>sympathy</em> (DC 35), <em>weird</em> (DC 36), <em>wish</em> (to a mortal creature only)</p><p></p><p><strong>1/100 years</strong>—<em>dire winter</em> [E]</p><p></p><p><strong>Str</strong> 46, <strong>Dex</strong> 33, <strong>Con</strong> 38, <strong>Int </strong>26, <strong>Wis</strong> 33, <strong>Cha</strong> 36</p><p></p><p><strong>Base Atk</strong> +42; <strong>CMB</strong> +65; <strong>CMD</strong> 105</p><p></p><p><strong>Feats</strong> 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)</p><p></p><p><strong>Epic Feats</strong> Good Fortitude, Greater Critical (spiked chain), Improved Critical Multiplier (spiked chain), Improved Dodge, Sixth Sense</p><p></p><p><strong>Skills</strong> 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</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan; tongues, telepathy 1.000 ft.</p><p></p><p><strong>SQ</strong> 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</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Eternal Freedom (Su): You are immune to spells and effects which impede movement</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p><strong>Bountiful Bag (Su)</strong></p><p>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).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p><strong>Capture (Su)</strong></p><p>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.</p><p></p><p><strong>Chain Armor (Ex)</strong></p><p>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.</p><p></p><p><strong>Cook People (Su)</strong></p><p>Krampus gains and can use the Cook People witch’s hex, even if it doesn’t meet that hexes normal prerequisites.</p><p></p><p><strong>Divine Traits (Abomination) (Ex)</strong></p><p>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.</p><p></p><p><strong>Dragging Lash (Ex)</strong></p><p>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.</p><p></p><p><strong>Grant Spells</strong></p><p>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°.</p><p>°Clerics of Krampus can use the Torture subdomain to modify the Evil domain and Yule subdomain to modify the Community domain.</p><p></p><p><strong>Hide in Plain Sight (Su)</strong></p><p>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.</p><p></p><p><strong>Limited Immortality (Ex)</strong></p><p>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.</p><p></p><p><strong>Melodious Roar (Su)</strong></p><p>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.</p><p></p><p><strong>Might (Ex)</strong></p><p>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.</p><p></p><p><strong>Mystical Chains (Su)</strong></p><p>Krampus’s chains function as a +6 <em>ghost touch, icy blast, impact, speed</em> 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.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>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.</p><p></p><p><strong>Naughty Scent (Su)</strong></p><p>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.</p><p></p><p><strong>Nightmare Out of a Dark Winter (Ex)</strong></p><p>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.</p><p></p><p><strong>Punish the Naughty (Su)</strong></p><p>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.</p><p></p><p><strong>Rattling Chains (Ex)</strong></p><p>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).</p><p></p><p><strong>Regression (Su)</strong></p><p>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.</p><p></p><p><strong>Snowstep (Ex)</strong></p><p>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 <em>pass without trace</em> effect). Krampus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.</p><p></p><p><strong>Snowstorm (Su)</strong></p><p>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.</p><p></p><p><strong>Snow Vision (Ex)</strong></p><p>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.</p><p></p><p><strong>Spellstrike (Su)</strong></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p><strong>Evil Toys</strong></p><p></p><p>NE Small construct</p><p></p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 60, low-light vision, snow vision; Perception +16</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)</p><p></p><p><strong>hp</strong> 65 (10d10+10)</p><p></p><p><strong>Fort</strong> +3, <strong>Ref</strong> +5, <strong>Will</strong> +3</p><p></p><p><strong>Defensive Abilities</strong> hardness 5; <strong>Immune</strong> cold, construct traits; <strong>PR/SR</strong> 15</p><p></p><p><strong>Weakness</strong> vulnerability to fire</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 20 ft., burrow 10 ft, climb 10 ft., snowstep</p><p></p><p><strong>Melee</strong> slam +13 (1d3)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str</strong> 10, <strong>Dex</strong> 14, <strong>Con</strong> –, <strong>Int </strong>10, <strong>Wis</strong> 10, <strong>Cha</strong> 10</p><p></p><p><strong>Base Atk</strong> +10; <strong>CMB</strong> +9; <strong>CMD</strong> 21</p><p></p><p><strong>Feats</strong> Improved Initiative, Power Attack, Skill Focus (perception, stealth), Weapon Finesse</p><p></p><p><strong>Skills</strong> Perception +16, Stealth +22</p><p></p><p><strong>Languages</strong> Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan (cannot speak)</p><p></p><p><strong>Golden Rod Memento (Minor Artifact)</strong></p><p><strong>Aura</strong> overwhelming abjuration and good; <strong>CL</strong> 46th; <strong>Slot</strong> slotless; <strong>Weight</strong> —</p><p>DESCRIPTION</p><p>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 <em>status</em> 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:</p><ul> <li data-xf-list-type="ul">Help those in need (provided they do not use the help for evil ends).</li> <li data-xf-list-type="ul">You must never willingly commit an evil act, such as murder, torture, or the casting of an evil spell.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Punish those who harm or threaten innocents.</li> <li data-xf-list-type="ul">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.</li> </ul><p>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.</p><p></p><p>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 <em>atonement</em> spell (leading towards good only). You don't need to pay a gp price; your exemplary behavior over the past year qualifies.</p><p></p><p>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 <em>atonement</em> spell (leading towards good only). You must pay any cost for the <em>atonement</em> spell.</p><p></p><p>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.</p><p></p><p>0 Branches: The pin transforms into Krampus, who appears in an adjacent space and knows of your misdeeds while wearing the pin.</p><p></p><p>DESTRUCTION</p><p>A golden rod of memento dissolve automatically 1 year after the object is activated.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8958049, member: 7035194"] Today I will post the evil of Christmas, Krampus. For create it, I used the base 1st edition Krampus ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/krampus/']Krampus – d20PFSRD[/URL]), with some abilities from some 3pp versions ([URL='https://www.d20pfsrd.com/extras/community-creations/epic-meepo-presents/monsters/krampus/']Krampus – d20PFSRD[/URL] / [URL='https://paizo.com/threads/rzs2pazz?Krampus']paizo.com - Forums: Conversions: Krampus[/URL] / [URL='https://dnd-wiki.org/wiki/Krampus_(3.5e_Monster)']Krampus (3.5e Monster) - Dungeons and Dragons Wiki[/URL] / [URL='https://forums.giantitp.com/showthread.php?473029-Krampus-in-DnD']Krampus in DnD???[/URL]), and the 2nd edition version ([URL='https://2e.aonprd.com/Monsters.aspx?ID=1213']Krampus - Monsters - Archives of Nethys: Pathfinder 2nd Edition Database[/URL]). [CENTER][B][SIZE=7]Krampus[/SIZE][/B][/CENTER] LE Large monstrous humanoid (abomination, cold) [B]Init[/B] +19; [B]Senses[/B] blindsight 500 ft., [I]detect evil, detect good, discern lies,[/I] naughty scent, see in darkness, snow vision, [I]true seeing[/I]; Perception +64 [B]Aura[/B] cold (1d12 cold damage, 60 ft.), frightful presence (DC 48, 120 ft.), snowstorm (1 mile) [B]AC[/B] 76, touch 43, flat-footed 59 (+20 armor, +13 deflection, +11 Dex, +4 divine, +6 dodge, +13 natural, -1 size) [B]hp[/B] 1.008 (42d10+588) fast healing 20, regeneration 20 (epic and good) [B]Fort[/B] +61, [B]Ref[/B] +56, [B]Will[/B] +56 [B]Defensive Abilities[/B] limited immortality, nondetection, sixth sense; [B]DR[/B] 20/epic and good; [B]Immune[/B] 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; [B]Resistance[/B] acid 30, fire 30, Terrestrial Hazards; [B]PR/SR[/B] 56 [B]Weakness[/B] fire vulnerability Offense [B]Speed[/B] 90 ft., air walk, snowstep [B]Melee[/B] 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) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. (60 ft. with spiked chain) [B]Special Attacks[/B] 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 [B]Spell-Like Abilities[/B] (CL 46th; concentration +63) [B]Constant[/B]—[I]air walk, detect evil, detect good, discern lies[/I] (DC 31)[I], greater magic fang, nondetection, tongues, true seeing[/I] [B]At will[/B]—[I]beguiling gift[/I] (DC 28), [I]bestow curse[/I] (DC 31), [I]commune[/I] (Santa Claus only), [I]cone of cold[/I] (DC 32), [I]control weather[/I] (as a druid), [I]frostball[/I] (as fireball but cold damage and descriptor, DC 30), [I]frost fall[/I] (DC 29), [I]dimension door[/I], [I]discern location[/I], [I]flesh to ice[/I] (as flesh to stone but ice instead of stone and cold descriptor, DC 33),[I] greater scrying[/I] (DC 34)[I], ice storm, icy prison[/I] (DC 32), [I]invisibility, sleet storm[/I] (DC 30), [I]wall of ice[/I] (DC 31) [B]3/day[/B]—[I]baleful polymorph [/I](DC 32), [I]commune with nature, create food and water, delayed blast frostball [/I](as delayed blast fireball but cold damage and descriptor, DC 34), [I]greater bestow curse[/I] (DC 34),[I] greater invisibility, greater teleport, legend lore, mass icy prison[/I] (DC 36), [I]phantasmal killer[/I] (DC 32),[I] polar midnight[/I] (DC 36), [I]polar ray, summon evil toys [/I](3d6 evil toys, spell level 9th), [I]winter storm[/I] (as fire storm but cold damage and descriptor [catch in fire deal cold damage as well], DC 35) [B]1/year[/B]—[I]cold winter[/I] [E] (as rain of fire but cold damage and descriptor, DC 37), [I]polymorph any object [/I](DC 35), [I]sympathy[/I] (DC 35), [I]weird[/I] (DC 36), [I]wish[/I] (to a mortal creature only) [B]1/100 years[/B]—[I]dire winter[/I] [E] [B]Str[/B] 46, [B]Dex[/B] 33, [B]Con[/B] 38, [B]Int [/B]26, [B]Wis[/B] 33, [B]Cha[/B] 36 [B]Base Atk[/B] +42; [B]CMB[/B] +65; [B]CMD[/B] 105 [B]Feats[/B] 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) [B]Epic Feats[/B] Good Fortitude, Greater Critical (spiked chain), Improved Critical Multiplier (spiked chain), Improved Dodge, Sixth Sense [B]Skills[/B] 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 [B]Languages[/B] Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan; tongues, telepathy 1.000 ft. [B]SQ[/B] 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 [U][B]Divine Abilities[/B][/U] • Eternal Freedom (Su): You are immune to spells and effects which impede movement • Strong Soul (Ex): Str as insight to saving throw [B]Bountiful Bag (Su)[/B] 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. [B]Capture (Su)[/B] 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. [B]Chain Armor (Ex)[/B] 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. [B]Cook People (Su)[/B] Krampus gains and can use the Cook People witch’s hex, even if it doesn’t meet that hexes normal prerequisites. [B]Divine Traits (Abomination) (Ex)[/B] 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. [B]Dragging Lash (Ex)[/B] 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. [B]Grant Spells[/B] 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. [B]Hide in Plain Sight (Su)[/B] 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. [B]Limited Immortality (Ex)[/B] 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. [B]Melodious Roar (Su)[/B] 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. [B]Might (Ex)[/B] 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. [B]Mystical Chains (Su)[/B] Krampus’s chains function as a +6 [I]ghost touch, icy blast, impact, speed[/I] 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. [B]Mythic (Ex)[/B] 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. [B]Naughty Scent (Su)[/B] 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. [B]Nightmare Out of a Dark Winter (Ex)[/B] 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. [B]Punish the Naughty (Su)[/B] 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. [B]Rattling Chains (Ex)[/B] 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). [B]Regression (Su)[/B] 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. [B]Snowstep (Ex)[/B] 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 [I]pass without trace[/I] effect). Krampus can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. [B]Snowstorm (Su)[/B] 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. [B]Snow Vision (Ex)[/B] 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. [B]Spellstrike (Su)[/B] 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. [B]Evil Toys[/B] NE Small construct [B]Init[/B] +6; [B]Senses[/B] darkvision 60, low-light vision, snow vision; Perception +16 DEFENSE [B]AC[/B] 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size) [B]hp[/B] 65 (10d10+10) [B]Fort[/B] +3, [B]Ref[/B] +5, [B]Will[/B] +3 [B]Defensive Abilities[/B] hardness 5; [B]Immune[/B] cold, construct traits; [B]PR/SR[/B] 15 [B]Weakness[/B] vulnerability to fire OFFENSE [B]Speed[/B] 20 ft., burrow 10 ft, climb 10 ft., snowstep [B]Melee[/B] slam +13 (1d3) STATISTICS [B]Str[/B] 10, [B]Dex[/B] 14, [B]Con[/B] –, [B]Int [/B]10, [B]Wis[/B] 10, [B]Cha[/B] 10 [B]Base Atk[/B] +10; [B]CMB[/B] +9; [B]CMD[/B] 21 [B]Feats[/B] Improved Initiative, Power Attack, Skill Focus (perception, stealth), Weapon Finesse [B]Skills[/B] Perception +16, Stealth +22 [B]Languages[/B] Abyssal, Aklo, Common, Celestial, Druidic, Infernal, Sylvan (cannot speak) [B]Golden Rod Memento (Minor Artifact) Aura[/B] overwhelming abjuration and good; [B]CL[/B] 46th; [B]Slot[/B] slotless; [B]Weight[/B] — 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 [I]status[/I] 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: [LIST] [*]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. [/LIST] 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 [I]atonement[/I] 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 [I]atonement[/I] spell (leading towards good only). You must pay any cost for the [I]atonement[/I] 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. [/QUOTE]
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