b'Krampus, Winter Terror \n'b'  Huge   fey ,  lawful evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  207 (18d12 + 90)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  20 (+5)  INT:  18 (+4)  WIS:  18 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +10,  Wis  +9  Skills   Deception  +13,  Insight  +14,  Perception  +14  Damage Resistances  acid, fire, lightning, thunder  Damage Immunities  cold  Condition Immunities   charmed ,  frightened ,  stunned   Senses  truesight 120 ft., passive  Perception  24  Languages  all  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Icewalk . Krampus ignores any penalties associated with terrain made from ice or snow, both nonmagical and magical. \n'b'  Imprisoning Ice . Creatures reduced to  0 hit points  by Krampus are frozen solid. They automatically become stable, but are  petrified  and cannot benefit from any  healing .  Lesser restoration  or more powerful magic thaws the ice, allowing the creature to benefit from  healing . \n'b'  Stalker of Sinners . Krampus knows if it hears a lie. Any creatures that have told a lie within the past 24 hours gain no benefit from  invisibility ,  cover , or concealment from Krampus, and they cannot be hidden from it. \n'b'  The Way Home . Krampus can cast  gate  at will, but only to create a portal between the material plane and its home realm, or vice versa. \n'b'  Transition . If Krampus spends a long rest rebuilding its sled and casting rituals to conjure and animate the reindeer skeletons, replace Krampus\xe2\x80\x99s stats with that of mounted Krampus. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Krampus makes two Sleigh attacks and uses Leap. It can use Leap before, after, or between the two Sleigh attacks. \n'b'  Grip of Winter (Recharge 5-6) . Krampus calls upon the frost of the harshest winters. All creatures within 120 feet of Krampus must succeed on a DC 17  Constitution  saving throw or take 27 (6d8) cold damage, and their speed is reduced to 0 until the end of their next turn. \n'b'  Leap . Krampus jumps up to 60 feet to a location it can see without provoking opportunity attacks. Creatures within 10 feet of Krampus before or after this movement are buffeted by icy winds and must attempt a DC 17  Constitution  saving throw, taking 18 (4d8) cold damage on a failure or half as much on a success. \n'b'  Sleigh .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 27 (4d10 + 5) bludgeoning damage plus 22 (4d10) cold damage, and the target must succeed on a DC 17  Strength  saving throw or be pushed back up to 20 feet and knocked  prone . \n'b'\n'b' REACTIONS \n'b'\n'b'  Smite the Wicked . When a creature within 120 feet of Krampus casts a spell, Krampus can use its  reaction  to force the target to attempt a DC 17  Wisdom  saving throw. On a failure, the target takes 21 (6d6) psychic damage, the spell they tried to cast is stopped (as though by counterspell), and the target cannot cast spells until the start of its next turn. On a success, the target takes half as much damage and the spell is cast as normal. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Krampus can take 3 legendary actions, choosing from the options below, and only at the end of another creature\xe2\x80\x99s turn. Krampus regains spent legendary actions at the start of its turn. \n'b'\n'b'  Pursuit . Krampus uses Leap. \n'b'  Ready to Smite (Costs 2 Actions) . Krampus gains an additional  reaction  that can only be used for its Smite the Wicked ability. This additional  reaction  is lost if not used by the start of its next turn. \n'b'  Wallop . Krampus makes a Sleigh  attack .'