Krampus the Hunter
Krampus
Large Dark Fey, Hunter / Punisher, Neutral
STR
20
( +5 )
DEX
11
( +0 )
CON
20
( +5 )
INT
11
( +0 )
WIS
18
( +4 )
CHA
10
( +0 )
Description
Krampus is rumoured to be linked to the Dark Fey and regularly appears in December especially around the 5th & 6th. He hunts down and punishes evil doers, whipping some with birch rods. Highly aggressive and able to seek out specific victims with ease, he will whip some with the rods, kill others outright, or makes of with them to a Feywild sub-dimension.
Ideals
The punishment must be meted out.
Bonds
Only the Fey Courts can count on me.
Flaws
I believe myself superior to most Fey and all mortals.
Suggested Environments
Germanic lands especially around the Alpine region.
Truesight. Krampus can use Truesight when trying to spot his victim instead of any other form of sense, and will always see their true form. Hidden Paths. Krampus has access to the full Hidden Paths of the Feywild and can appear seemingly anywhere of a Marked Target between 10 to 30 feet away from them. He can gain surprise if the Marked Target brings them within 5 feet of him appearing. Marked Target. When Krampus is abroad, he is hunting someone, and he is fully aware of the victim. This victim will either be Beaten, Killed or Abducted. Krampus has advantage against this target. Beaten, Killed or Abducted. Krampus will be given strict instructions as to one of these, though discretion to change it depending on the danger he faces. If the victim is to be Beaten, Krampus attacks with his fists or the birch rods but left alive. If to be Killed, Krampus will attack and look to kill the target. If to be Abducted, Krampus will try to overpower his target and stuff the person in his sack and return to the Feywild to dump them there. Fey Ancestry. Krampus can never be forcibly put to sleep or be charmed by spells or by magical effects. Gore / Trample. If Krampus moves less than his full movement speed, he can either gore his victim or trample them with his first attack roll(s). His gore attack adds +1d8 piercing damage to the attack, and his trample attack will add +1d8 bludgeoning damage to the attack. If the creature attacked is Large or smaller size then they are knocked prone for one round. Krampus has to choose which one to use before initiating the attack.
Actions
Multiattack. Krampus gets three Fist and/or birch rod attacks. Fist. Melee Weapon Attack +6 to hit, range 5 ft, one target. Hit 17 2d10+6 bludgeoning damage. Birch Rod. Melee Weapon Attack +6 to hit, range 5 ft, one target. Hit 19 2d12+6 bludgeoning damage. Grapple. As long as Krampus has both hands free, he can try to grapple a creature of Larger or smaller size, and only one target can be grappled. To break free, the victim needs to make a DC 25 Strength saving throw, or be grappled ending up prone. They can make one other save at the start of Krampus' next turn, before Krampus throws them in his sack at the end of this turn in combat. Once in they cannot escape unless Krampus is killed and another creature makes a Strength roll at DC 25 to release them from the sack. If not they are took to the Feywild with the sack, Krampus, and his possessions after 1d10 minutes while they fade away into the Feywild.
Reactions
Surefooted Dodge. Krampus can make one dodge against one attack per enemy turn to avoid being hit. This adds a +3 to his AC for that attack and if hit cannot be knocked prone by it.
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