b'Krampus \n'b'  Large   monstrosity (unique) ,  neutral evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  391 (34d10+204)  Speed  40 ft., fly 40 ft. (can hover)\n'b' STATS STR: 25 (+7) DEX:  20 (+5)  CON:  23 (+6)  INT:  17 (+3)  WIS:  18 (+4)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saves   Con  +13,  Wis  +11,  Cha  +13  Skills   Insight  +11,  Perception  +11,  Stealth  +12,  Survival  +11  Damage Immunities  bludgeoning, piercing, and slashing from nonmagical attacks ; cold  Condition Immunities   charmed ,  frightened   Senses   darkvision  120 ft., passive  Perception  21  Languages  Common;  tongues   Challenge  21 (33,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Legendary Resistance (3/Day) . If Krampus fails a saving throw, he can choose to succeed instead. \n'b'  Magic Resistance . Krampus has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . Krampus\xe2\x80\x99 weapon attacks are magical. \n'b'  Punish the Naughty . Krampus can use a bonus action to designate a single target he can see as being \xe2\x80\x9cnaughty.\xe2\x80\x9d The target creature must be a child or young creature or a victim of Krampus\xe2\x80\x99 regression ability. Against that target, Krampus has advantage on  attack  rolls and  Wisdom  ability checks, and on a hit with a weapon  attack , deals an additional 4 (1d8) damage of the same type as the  attack . These bonuses remain in effect until the target is dead or Krampus designates another target as naughty. \n'b'  Regression . At the beginning of each of Krampus\xe2\x80\x99 turns, a creature in his bag must make a DC 21  Charisma  saving throw. On a failed save, the creature regresses to the form of a child for 24 hours. The creature becomes one  size  smaller and has disadvantage on  Strength  checks and  Strength  saving throws. The creature\xe2\x80\x99s equipment does not reduce in  size . This is a curse. \n'b'  Snowstep . In snowy environments, Krampus doesn\xe2\x80\x99t have to expend extra movement for  difficult terrain  and has advantage on  Dexterity  ( Stealth ) checks. \n'b'  Snowsight . Krampus can see without hindrance in snowy conditions, even a blizzard. \n'b'  Tongues . Krampus can understand and be understood in any language. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . Krampus makes three attacks: two chain or claw attacks and one gore  attack . \n'b'  Claw .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 12 (1d10 + 7) slashing damage and the target is  grappled  (escape DC 24). \n'b'  Gore .  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 16 (2d8 + 7) piercing damage. \n'b'  Chain .  Melee Weapon Attack : +14 to hit, reach 10 ft., one target.  Hit : 14 (2d6 + 7) bludgeoning damage and the target is  grappled  (escape DC 24). \n'b'  Bag . Krampus puts a  grappled  target into its bag. As long as the creature is  grappled , it is  blinded  and  restrained , and has total  cover  against attacks. A creature in the bag is subject to Krampus\xe2\x80\x99 regression feature. The bag has AC 17 and 20  Hit Points  and can damaged by slashing weapons but has  resistance  to piercing and is immune to bludgeoning. The weight of creatures in the bag doesn\xe2\x80\x99t count against Krampus\xe2\x80\x99 carrying capacity. Up to four Small creatures or two Medium 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\xe2\x80\x99 bag is lost or destroyed, he can create a new bag with 1 hour of work. \n'b'  Beast Shape (3/Day) . This spell transforms a creature that Krampus can see within 60 ft. into a new form. An unwilling creature must make a DC 21  Wisdom  saving throw to avoid the effect. This ability has no effect on a shapechanger or a creature with  0 Hit Points . The transformation lasts permanently, or until the target drops to  0 Hit Points  or dies. The new form can be any beast whose challenge rating is equal to or less than the target\xe2\x80\x99s (or the target\xe2\x80\x99s level, if it doesn\xe2\x80\x99t have a challenge rating). The target\xe2\x80\x99s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the  Hit Points  of its new form. When it reverts to its normal form, the creature returns to the number of  Hit Points  it had before it transformed. If it reverts as a result of dropping to  0 Hit Points , any excess damage carries over to its normal form. As long as the excess damage doesn\xe2\x80\x99t reduce the creature\xe2\x80\x99s normal form to  0 Hit Points , it isn\xe2\x80\x99t knocked  unconscious . The creature is limited in the  actions  he can perform by the nature of its new form, and he can\xe2\x80\x99t speak, cast spells, or take any other action that requires hands or speech. The target\xe2\x80\x99s gear melds into the new form. The creature can\xe2\x80\x99t activate, use, wield, or otherwise benefit from any of its equipment. This is considered a curse and can be removed by  remove curse . \n'b'  Chortle (3/Day) . One creature within 120 feet Krampus can see must make a DC 21  Wisdom  saving throw. On a failed save, the creature is  frightened  for 1 minute. At the beginning of each turn the creature is  frightened , it takes 22 (4d10) psychic damage. At the end of each of its turns, the creature may make a new saving throw; on a success, it is no longer  frightened . \n'b'  Teleport . Krampus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space he can see. \n'b'\n'b' LEGENDARY ACTIONS \n'b' Krampus can take 3 Legendary Actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Krampus regains spent Legendary Actions at the start of its turn. \n'b'\n'b'  Chain Attack . Krampus makes a chain  attack . \n'b'  Detect . Krampus makes a  Wisdom  ( Perception ) check. \n'b'  Move . Krampus moves up to half its speed without drawing opportunity attacks. \n'b'\n'b' LAIR ACTIONS \n'b' Krampus\xe2\x80\x99 lair is a cave or a castle, nestled deep in the hills or mountains. \n'b' On initiative count 20 (losing all  initiative  ties), Krampus can use one of its lair action options. It can\xe2\x80\x99t do so while  incapacitated  or otherwise unable to take  actions . If surprised, he can\xe2\x80\x99t use one until after its first turn in the combat. \n'b'\n'b' A hail of rock-hard ice pounds to the ground in a 20-footradius, 40-foot-high cylinder centered on a point within 300 ft of Krampus. Each creature in the cylinder must make a DC 21  Dexterity  saving throw. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm\xe2\x80\x99s area of effect into  difficult terrain  until the end of its next turn. \n'b' For 1 minute, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point within 150 feet of Krampus. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it  difficult terrain . When a creature enters the spell\xe2\x80\x99s area for the first time on a turn or starts its turn there, it must make a DC 21  Dexterity  saving throw. On a failed save, it falls  prone . \n'b' Every creature within 120 feet of Krampus must make a DC 21  Wisdom  saving throw. On a failure, the creature is  frightened  until the end of its next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The environment with 5 miles of Krampus\xe2\x80\x99 lair becomes cold and wintry. Storms are common. If Krampus dies, the weather gradually returns to normal. \n'b' Young creatures will not approach the lair and beasts will not birth in its vicinity. This effect ends immediately if Krampus dies. \n'b' In frigid northern climes, celebrations and festivals are important to maintain a community\xe2\x80\x99s morale, especially in the winter months when food is scarce and the days are short. Many of these holidays involve lighting cheery fires, forgiving grudges, decorating trees, and exchanging gifts. \n'b' Unfortunately, in some areas, these times of merriment are tarnished by the looming  specter  of Krampus, a terrifying creature that hunts those it considers to be acting against the spirit of the times. However, thanks to Krampus\xe2\x80\x99s twisted morality, it sees selfishness and incivility everywhere it goes. \n'b' Krampus is a tall, goatlike humanoid with large horns and a long tongue that constantly lolls out of one side of its mouth or the other. \n'b' Though its fists are powerful enough to break bones, Krampus also carries a set of iron chains that it uses to thrash its foes. The oversized bag it carries is often stained with the blood of its captured victims. Krampus stands 14 feet tall and weighs 1,000 pounds. \n'b'  Unbound Terror . The origins of Krampus are shrouded in mystery, with stories of the creature stretching back hundreds or even thousands of years, if not more. To the beleaguered regions under Krampus\xe2\x80\x99s tyranny, the creature has simply always been around. \n'b' Some say Krampus first entered the world through the rituals of ancient druids seeking a patron to embody their midwinter rituals to bring joy in the long dark of the season. Their rites, however, were imperfect and tainted by the desperation and bitterness of the folk they served. The fey-touched being they brought forth indeed brought gifts and revels, yet he also brought judgment, punishing those who behaved selfishly during lean times, escalating from simple birching to magical transformation as it came to see everyone as wicked and deserving of torment. Its summoners sought to bound it in chains of silver and iron, hoping they would constrain its fey nature, but such bindings were of no avail as it broke free and used its shackles to slay its captors. Retreating into the snowy forest for the remainder of the season, Krampus returned year after year, growing stronger and more hideous with each winter solstice and gaining a taste for flesh. Many have hunted Krampus and some even have slain him, even bringing back his head, but as every turning of winter approached Krampus would return to continue the cycle of death. Fortunately, while it could ravage the countryside all year long, for some reason it chooses to limit its predations to the winter months. Where it goes the rest of the year, no one has been able to discover.'