“Krampus: The Shadow of Yuletide Fear and Punishment”
Krampus — Horned Fiend of Winter’s Reckoning

When children misbehave, Krampus doesn’t knock—he crashes in with chains, horns, and a wicked grin. This horned terror embodies folklore’s darkest bite, blending demonic menace and winter’s icy chill into a relentless enforcer of consequences. He’s fast, brutal, and utterly unforgettable.
Appearance
Krampus is a monstrous spectacle: towering, goat-legged, and wrapped in coarse black fur. Twisted ram horns curl menacingly from his head, amber eyes glow like coals, and a serpent-like tongue slithers with sinister intent. Jagged fangs, clawed hands, jingling chains, and a birch rod ready for a thrashing complete his nightmarish ensemble.
Behaviour
Krampus thrives on fear. He prowls silently, testing courage, punishing misdeeds, and disappearing before mercy can intervene. His actions are ritualistic, precise, and unapologetically terrifying—think nightmare in motion with a flair for theatrics.
Habitat
He favors frozen forests, lonely mountain passes, and the shadowed edges of human settlements. Snow muffles his approach, while moonlight highlights his horrific silhouette, turning any winter night into a stage for dread.
Modus Operandi
Krampus wields his birch rod like a master of punishment, snatches naughty souls in his sack, and jangles chains and bells to unnerve his prey. Speed, strength, and showmanship make him a predator of the morally wayward, with a flair for making terror artful.
Motivation
Krampus isn’t evil for fun—he’s a moral avenger. He punishes, terrifies, and enforces the balance between misdeed and consequence, thriving on fear while cementing his reputation as the ultimate winter enforcer.
Krampus 5e 2024
Krampus 5e
Krampus Pathfinder
Krampus

Medium fiend (demon), Chaotic Evil
Lore:
Krampus is the ancient punisher of the naughty, roaming snow-laden forests and shadowed villages during the Yule season. Covered in coarse black fur with curling horns and a long, sinuous tail, he wields a birch rod to inflict pain, fear, and humiliation on misbehaving children. Legends tell of him carrying the most egregiously naughty away in his sack, vanishing into the winter night to mete out supernatural punishment. Krampus possesses an uncanny ability to sense guilt and misbehavior, striking with terrifying precision at those who have broken rules or lied. He is feared as a chaotic moral enforcer, punishing the guilty with relentless cruelty while sparing the innocent—at least most of the time.
Armor Class: 17 (natural armor)
Hit Points: 140 (16d8 + 64)
Speed: 40 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 16 (+3) | 18 (+4) | 12 (+1) | 18 (+4) | 16 (+3) |
Saving Throws: Str +8, Dex +7, Con +8, Wis +9
Skills: Intimidation +8, Perception +9, Stealth +7
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire, poison
Condition Immunities: charmed, poisoned
Senses: darkvision 120 ft., passive Perception 19, Naughty Sense 120 ft.
Languages: Abyssal, Common, Infernal
Challenge: 11 (7,200 XP)
Traits
Fiendish Presence. Any creature of Krampus’s choice within 30 ft. that can see him must succeed on a DC 17 Wisdom saving throw or be frightened and humiliated, suffering disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn.
Terror of the Naughty. Krampus specializes in punishment. Creatures who fail Charisma or Wisdom saves may be restrained, knocked prone, or frightened, emphasizing humiliation and fear over lethal damage.
Legendary Resistance (3/Day). If Krampus fails a saving throw, he can choose to succeed instead.
Child-Stealer. Krampus can attempt to abduct a small or medium humanoid (typically naughty children). The target must succeed on a DC 17 Strength or Dexterity saving throw or be grappled and carried off in Krampus’s sack. Grappled targets cannot take actions or move until freed. Krampus can carry up to two Medium or four Small creatures at a time.
Naughty Sense. Krampus magically detects the most misbehaving or guilty creatures within 120 feet. He knows the location and relative “naughtiness” of each target and automatically prioritizes them for attacks, Fiendish Presence, or abduction. Innocent creatures may still hide their misdeeds using spells or clever tactics. Targets aware of their guilt may gain disadvantage on saving throws due to terror and shame.
Actions
Multiattack. Krampus makes two attacks: one with his Birch Rod and one with claws or bite as needed.
Birch Rod of Punishment. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 1d4 + 4 bludgeoning damage. On a failed DC 17 Strength saving throw, the target is:
- Knocked prone
- Frightened until the end of its next turn
- Disadvantaged on attack rolls, saving throws, and skill checks for 1 minute
- Narratively, the target is birched, enduring pain, fear, and humiliation, without serious injury
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) piercing damage.
Chains of Torment (Recharge 5–6). Krampus swings chains in a 20-ft. cone. Each creature must make a DC 17 Dexterity save or be restrained and frightened, taking 11 (2d10) slashing damage; half as much on a successful save.
Dark Punishment (1/Day). Targets one creature Krampus has frightened. The victim suffers:
- Disadvantage on all attacks, saving throws, and skill checks
- Cannot regain hit points for 1 minute
- Narrative effect: endures relentless birching, emphasizing fear, shame, and supernatural punishment
Legendary Actions
Krampus can take 3 legendary actions, only one at a time at the end of another creature’s turn. Regains spent actions at the start of his turn.
- Move. Krampus moves up to his speed without provoking opportunity attacks.
- Birch Strike (Costs 2 Actions). Targets one frightened creature within 30 ft. The victim is struck with the birch rod, knocked prone, and suffers disadvantage until the end of its next turn.
- Claw Attack. Krampus makes one claw attack.
Spellcasting
Krampus is a 9th-level spellcaster. Spellcasting ability: Wisdom (DC 17, +9 to hit).
- At will: Thaumaturgy, Darkness
- 3/day each: Hold Person, Bestow Curse, Misty Step
- 1/day each: Fear, Wall of Ice, Cone of Cold
Tactics
Krampus hunts naughty children and misbehaving adults, opening combat with Fiendish Presence to frighten and humiliate. He uses Birch Rod attacks to punish and shame, Chains of Torment to control groups, and claws/bite only if resistance demands it. He will abduct small or medium humanoids, carrying them in his sack for supernatural punishment. Thanks to Naughty Sense, he targets the guilty first and exploits fear and shame to maximum effect. Krampus retreats if overmatched, returning unpredictably with relentless birching, fear, and chaotic moral enforcement, striking according to his own dark whims.
D&D 5E Epic Monsters: Krampus

D&D 5E – Epic Monsters: Krampus | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
Recently there have been many depictions of Krampus but in Germany he’s been popular a long time via the practice of Krampuskarten, the exchange of Greetings from Krampus postcards that’s been going on for two centuries now. If you somehow have not run across this delightful character of folklore he’s like the anti-Santa: instead of rewarding good kids with gifts, he punishes wicked children and takes them away in a basket strapped on his back.
Krampus
Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 114 (12d8+60)
Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 19 (+4) | 20 (+5) | 21 (+5) | 14 (+2) | 18 (+4) | 13 (+1) |
Skills Athletics +12, Investigation +6, Perception +12, Stealth +9, Survival +7
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 22
Languages Common, Infernal
Challenge 9 (5,000 XP)
Basket of Torment. When Krampus has restrained one or more creatures, he can use a bonus action to force them into his basket. A captured creature is blinded and restrained, and it has total cover against attacks and other effects outside the basket. At the start of each of Krampus’ turns, he can choose to deal 10 (3d6) psychic damage to any number of creatures captured in the Basket of Torment.
Once captured by his basket, a creature is released when Krampus wills it or dies. Only dimension door and similar teleportation effects that do not require line of sight can be used to exit the basket. When Krampus is slain any creatures captured inside of his Basket of Torment are no longer restrained by it and can escape from the basket using 20 feet of movement, exiting prone.
Big-Handed Grappling. Krampus has advantage on attack rolls against a creature he is grappling and he can use an action to try to pin a creature he’s grappled. To do so, Krampus makes another grapple check. If he succeeds, the creature is restrained until the grapple ends. Krampus only needs one hand to grapple a creature of Medium size or smaller.
Charge. If Krampus moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 6 (1d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Immortality. Eleven months after he is slain, Krampus is reborn anew on the Material Plane.
Magic Resistance. Krampus has advantage on saving throws made against spells and other magical effects.
Naughty or Nice. At the start of his turn, Krampus can use a bonus action to peer into nearby souls to see who’s been naughty and who’s been nice. Krampus instantly learns the names, alignments, and identities of any creatures he can see.
Sure-Footed. Krampus has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
ACTIONS
Multiattack. Krampus uses his Frightful Presence and attacks three times: once with his ram, and twice either his ruten switch or his whip.
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+2) bludgeoning damage.
Ruten Switch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage plus 10 (3d6) psychic damage. On a critical hit, the target makes a DC 16 Wisdom saving throw or is stunned until the end of Krampus’ next turn.
Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 6 (1d4+4) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet toward Krampus. A creature pulled within 5 feet of Krampus makes an opposed Strength (Athletics) check against him, becoming grappled on a failed check.
Frightful Presence. Each creature of Krampus’ choice that is within 120 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Krampus’ Frightful Presence for the next 24 hours.
REACTIONS
Binding Grasp. At the end of a creature’s turn, if it is grappled by Krampus he can use his reaction to make an opposed Strength (Athletics) check to restrain the creature.
Krampus

The dark cohort of old St. Nick, the Krampus is the sinister creature tasked with punishing the little boys and girls who fail to listen to their parents throughout the year. Krampus a bundle of badness intent on leaving behind lumps of coal and teaching a few fear-inspired lessons! So, tell your players to be good, lest the Krampus come into play while on their watch! Ho Ho! Oh, no! Ben McFarland
DESCRIPTION
Some mistake the Krampus for an infernal-blooded satyr, given his wiry black hair, cloven hooves, and curved goat horns. When chasing his favorite prey “misbehaving children” he gives a deep, cruel laugh, and his long, pointed tongue often lolls out. Krampus carries a wicked barbed chain-whip festooned with small bells, and a chainmail bag that never seems to run out of smoldering coal cinders. He hurls these burning rocks at children who stay awake hoping to catch a glance of his peer Saint Nicholas.
On his back, Krampus carries a heavy canvas bag dyed sooty black. He stuffs rude and disrespectful children into this sack to eat later, but he’s not adverse to consuming children when they falsely plead their innocence. He often has two or three stolen children in the bag when encountered. Those who cry, instead of stoically facing their fate, are beaten with a bundle of birch sticks that Krampus keeps in his belt for just such a purpose. Krampus also hates young lovers he finds giving public displays of affection, but he is more likely to simply beat these amorous unfortunates into a stupor.
Krampus is known by many names- Knecht Ruprecht, Certa, Perchten, Black Peter, Schmutzli, Pelznickel, Klaubauf and many communities hold celebrations to appease and keep this fellow away. They hope by showing their respect and admiration for the faerie creature, it will pass their homes by and go steal children someplace else.
| Krampus CR 10 |
| XP 9,600 LE Large fey Init +6; Senses Low-Light Vision; Perception +24 Aura frightful presence (30 ft., DC 21) |
| DEFENSE |
| AC 20, touch 12, flat-footed 17; (+3 Dexterity, +8 natural, -1 size) hp 161 (17d6+102) Fort +13, Ref +13, Will +12 Immune mind-affecting compulsions; Resist Fire 5; SR 29 |
| OFFENSE |
| Spd 30 ft. Melee 2 slam +14 (1d6+7 plus Paralysis) or 1 chain-whip +14 (2d4+7) and 1 slam +9 (1d6+7 plus Paralysis) Ranged Lump of coal +11 (1d6+7 plus 1d6 fire) Special Attacks Paralysis (1d6 rounds, DC 24), swallow whole (4d6 acid damage, AC 14, 16 hp) Spell-Like Abilities (CL 17th; Concentration +20) Constant- endure elements, fly, freedom of movement At-Will – deep slumber (DC 16), detect evil, knock, light, Sculpt sound |
| STATISTICS |
| Strength 24, Dexterity 17, Constitution 23, Intelligence 14, Wisdom 14, Charisma 17 Base Atk +8; CMB +16; CMD +29 Feats Alertness, Great Fortitude, Improved Initiative, Intimidating Prowess, Power Attack Skills Acrobatics +23, Climb +27, Fly +13, Knowledge (geography) +12, Knowledge (local) +12, Knowledge (nature) +11, Intimidate +31, Perception +24, Sense Motive +22, Stealth +23, Use Magic Device +13 Languages Common, Elvish |
| ECOLOGY |
| Treasure – Bag of coal, bundle of birch sticks, chain whip, kidnapper sack |
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