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D&D 5E Epic Monsters: Krampus

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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.


Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 114 (12d8+60)
Speed 50 ft.

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.

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.

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, Old card reading "Gruss vom Krampus" ("Greetings from Krampus"). 1900's
Old card reading “Gruss vom Krampus” (“Greetings from Krampus”). 1900’s

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

Source Koboldquarterly


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)
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
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
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
Treasure – Bag of coal, bundle of birch sticks, chain whip, kidnapper sack
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