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Perchtens, “The Heralds of the Winter’s Veil”

Perchtens, "The Heralds of the Winter's Veil"
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Perchten are from Alpine folklore, often depicted as terrifying, horned figures with grotesque, animalistic features. They have fearsome masks with sharp teeth, wild eyes, and twisted horns, often resembling wild boars or other primal creatures. Their bodies are typically draped in fur or ragged clothing, adding to their intimidating appearance.

Behavior: Perchten are divided into two main types: the Schöne Perchten (beautiful), which are radiant and protective, and the Böse Perchten (evil), which are dark, ferocious beings that punish wrongdoers. The Böse Perchten chase, scare, and torment those they deem lazy or immoral, while the Schöne Perchten bring good fortune, health, and protection. The Böse Perchten are most active during the Perchtenlauf, a traditional procession held around the winter solstice, where they roam the streets to drive out evil spirits and purify the land.

Habitat: Subjects of Frau Perchta they dwell in the cold, snowy regions of the Alps, often near forests or remote villages. Their presence is most felt during the winter months, when they come out to cleanse the land of negative energy and prepare it for the new year.

Modus Operandi: The Perchten use loud noises, clashing bells, and wild, erratic movements to instill fear in their targets. Böse Perchten may chase or surround individuals, especially those who have been deemed morally corrupt, like the lazy or those who fail to meet their responsibilities. Meanwhile, the Schöne Perchten are seen in celebrations and rituals, symbolizing the triumph of light over darkness.

Motivation: The Perchten’s primary motivation is to maintain a balance between good and evil, acting as agents of winter’s cleansing. Böse Perchten seek to punish those who fail to adhere to societal norms and moral expectations, while the Schöne Perchten represent the forces of protection and renewal, ensuring the prosperity and fertility of the coming year. They embody the duality of the winter season: both a time for punishment and purification, and a time for renewal and growth.


  • Böse Perchten 5e
  • Schöne Perchten 5e
  • Percht Pathfinder  
Böse Perchten, The Herald of Winter's Wrath
Create

Medium Fiend (Fey), Chaotic Evil


Armor Class: 17 (natural armor)
Hit Points: 225 (30d8 + 90)
Speed: 40 ft.


STRDEXCONINTWISCHA
22 (+6)18 (+4)20 (+5)14 (+2)16 (+3)18 (+4)

Saving Throws: Dexterity +8, Constitution +9, Wisdom +7
Skills: Intimidation +8, Perception +7, Stealth +8
Damage Resistances: Cold, Fire, Necrotic
Damage Immunities: Psychic, Poison
Condition Immunities: Frightened, Charmed, Paralyzed
Senses: Darkvision 60 ft., Passive Perception 17
Languages: Common, Sylvan, Infernal
Challenge Rating: 14 (11,500 XP)


TRAITS

Innate Darkness. The Böse Perchten can summon and manipulate shadows to its will. As a bonus action, it can cause the area around it (a 20-foot radius) to become dim light or complete darkness for 1 minute. The darkness can be dismissed early as a bonus action. This ability can be used once per long rest.

Vengeful Fury. When the Böse Perchten is reduced to below half its maximum hit points, it gains advantage on all attack rolls, saving throws, and ability checks until the end of its next turn.

Chilling Presence. Any creature that starts its turn within 10 feet of the Böse Perchten must succeed on a DC 16 Constitution saving throw or take 2d6 cold damage and be slowed until the start of its next turn. Creatures that succeed on the save take half damage and are not slowed.

Terrifying Visage. As an action, the Böse Perchten can force one creature within 30 feet of it that can see its face to make a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature fails three saving throws, it is also paralyzed with fear for the duration.


ACTIONS

Multiattack. The Böse Perchten makes three attacks: one with its Winter’s Lash, one with its Claw, and one with its Frostbite Slam.

Winter’s Lash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 6) slashing damage plus 7 (2d6) cold damage. The target must make a DC 16 Constitution saving throw or be frozen for 1 minute, reducing its movement speed by half and imposing disadvantage on Dexterity checks and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 6) slashing damage.

Frostbite Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 6) cold damage. On a hit, the target must succeed on a DC 17 Constitution saving throw or become stunned until the end of its next turn.

Blizzard’s Wrath (Recharge 5-6). The Böse Perchten conjures a swirling blizzard in a 20-foot radius centered on itself. All creatures within the area must make a DC 17 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a successful save. The area becomes heavily obscured for 1 minute, and difficult terrain for the duration. Creatures that fail the save are also blinded for 1 round.

Howling Gale (Recharge 5-6). The Böse Perchten unleashes a terrifying wind blast in a 30-foot cone. Each creature in the cone must make a DC 16 Strength saving throw or be pushed 15 feet away and knocked prone. The area within the cone becomes difficult terrain until the start of the Böse Perchten’s next turn.


LEGENDARY ACTIONS

The Böse Perchten 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’s turn. The Böse Perchten regains spent legendary actions at the start of its turn.

Terrifying Howl. The Böse Perchten emits a chilling, echoing howl. All creatures within 30 feet of it must make a DC 16 Wisdom saving throw or become frightened until the end of their next turn.

Shadow Step. The Böse Perchten teleports up to 30 feet to an unoccupied space it can see within range. The area it leaves behind is filled with shadowy tendrils that deal 2d6 necrotic damage to any creature that starts its turn within the area.

Vengeful Strike. The Böse Perchten makes one Winter’s Lash attack. If the attack hits, the target must make a DC 16 Constitution saving throw or be stunned until the end of its next turn.


REACTIONS

Frozen Fury. When a creature within 5 feet of the Böse Perchten hits it with a melee attack, the Böse Perchten can use its reaction to immediately make a Winter’s Lash attack against that creature.


TACTICS AND STRATEGY

The Böse Perchten is a relentless and terrifying combatant. Its goal is to overwhelm foes with its chilling presence, paralyze them with fear, and use its powerful cold-based attacks to reduce their mobility. It prefers to stay near the front lines, using its Chilling Presence to wear down opponents over time. The Blizzard’s Wrath and Howling Gale abilities allow it to control the battlefield, impairing enemy movement and creating chaos.

In combat, the Böse Perchten will aim to frighten and stun key enemies with its Terrifying Visage and Frostbite Slam, followed by the use of Winter’s Lash to deal heavy damage. If things turn against it, it will retreat into shadows using Shadow Step and continue to harass with its legendary actions.

It uses Vengeful Fury when it is critically injured, entering a state of heightened aggression. As a powerful predator, the Böse Perchten targets the weak and the vulnerable, seeking to punish those who cannot defend themselves against its wrath.


REGIONAL EFFECTS

The presence of the Böse Perchten warps the environment within a 1-mile radius of its lair. The effects are as follows:

  • Blighting Winter. The area becomes permanently covered in snow and ice, with a permanent frost that makes crops wither and wildlife scarce.
  • Chilling Winds. Winds howl through the region, reducing visibility and imposing a -2 penalty to Stealth checks.
  • Nightmarish Cold. Any creature that rests within the area experiences nightmarish visions of the Böse Perchten, causing fatigue or disadvantage on Wisdom saving throws against fear effects for 1 hour after resting.

LORE

The Böse Perchten are ancient and feared beings from Alpine folklore, born from the harshest winter storms and the deepest darkness of the mountains. They act as agents of punishment, exacting vengeance on those who have committed moral transgressions or failed to adhere to the laws of nature. With their terrifying masks, fierce demeanor, and chilling powers, they strike fear into the hearts of villagers, and their winter’s wrath is both dreaded and revered.

Schöne Perchten, The Bright Reprimander
Create

Medium Fey, Neutral Good


Armor Class: 18 (natural armor)

Hit Points: 180 (19d8 + 95)

Speed: 40 ft.


STRDEXCONINTWISCHA
20 (+5)22 (+6)20 (+5)18 (+4)24 (+7)26 (+8)

Saving Throws: Dex +11, Wis +12, Cha +13

Skills: Athletics +10, Perception +12, Persuasion +13, Insight +12, Medicine +12

Damage Resistances: Radiant, Psychic

Senses: Darkvision 60 ft., Passive Perception 22

Languages: Sylvan, Common, Elvish, Celestial

Challenge Rating: 12 (8,400 XP)


TRAITS

  • Fey Ancestry: Schöne Perchten has advantage on saving throws against being charmed, and magic can’t put her to sleep.
  • Aura of Benevolence: Creatures within 30 feet of Schöne Perchten feel a soothing, calming presence. They gain advantage on saving throws against fear effects, and healing spells used on them restore an additional 2d6 hit points.
  • Grace of the Sylvan Realm: Schöne Perchten is always under the effect of the freedom of movement spell, allowing her to move without impediment across difficult terrain, through magical or physical restraints, and she is immune to grapples or being restrained.
  • Blessed Vision: Schöne Perchten can see through magical darkness and has advantage on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • Multiattack: Schöne Perchten makes three attacks: one with her Staff of Light, one with her Bright Slap, and one with Charming Radiance.
  • Staff of Light: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) radiant damage. The staff glows with divine energy and deals additional radiant damage. On a critical hit, the target is blinded until the end of Schöne Perchten’s next turn.
  • Bright Slap: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 5) radiant damage. On a hit, the target must make a DC 20 Wisdom saving throw or be stunned until the end of Schöne Perchten’s next turn.
  • Charming Radiance (Recharge 5–6): Schöne Perchten can release a burst of radiant light that charms creatures in a 30-foot radius. Each creature must make a DC 20 Charisma saving throw or be charmed for 1 minute. While charmed, a creature cannot attack Schöne Perchten or any creature she directly threatens and is compelled to protect her. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

LEGENDARY ACTIONS

Schöne Perchten 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’s turn. Schöne Perchten regains spent legendary actions at the start of her turn.

  • Healing Touch (Costs 1 Action): Schöne Perchten touches a creature within 5 feet of her. The creature regains 20 hit points. This healing can be used on herself.
  • Glorious Shield (Costs 2 Actions): Schöne Perchten conjures a shimmering shield of radiant light that grants her a +2 bonus to AC until the start of her next turn.
  • Radiant Dash (Costs 3 Actions): Schöne Perchten dashes up to 40 feet. Any creature she passes within 5 feet of must make a DC 18 Dexterity saving throw or take 12 (2d6 + 5) radiant damage.

REACTIVE ABILITIES

  • Protective Aura (Recharges after Short or Long Rest): When a creature within 30 feet of Schöne Perchten is hit by an attack, Schöne Perchten can use her reaction to grant that creature a +5 bonus to AC against the attack. If the attack still hits, the creature regains 2d6 hit points.

TACTICS

  • Support Role: Schöne Perchten excels at supporting her allies and ensuring their well-being. Her Aura of Benevolence grants her allies protection from fear, and her Healing Touch ensures that any injured allies recover quickly.
  • Charming Radiance can be used to incapacitate large numbers of enemies, forcing them to fight for her side or at least neutralize them temporarily.
  • Bright Slap is used to stun enemies in close combat, disabling the strongest threats or troublesome spellcasters. If Schöne Perchten is being attacked by multiple opponents, she uses Glorious Shield to boost her defenses and stay in the fight longer.
  • Attack Focus: When the battle is tipping in her favor, Schöne Perchten uses Staff of Light to dish out strong radiant damage, often targeting enemies who have low Charisma or Wisdom saving throws to capitalize on their weaknesses. The Bright Slap can be used to incapacitate tougher enemies or impose crowd control.

LORE

Schöne Perchten, known as “The Bright Reprimander,” is a figure from alpine folklore, the guardian of balance in the natural world. She is the embodiment of both beauty and strength, a protector of nature and its laws. While she is gentle and kind-hearted, her purpose is to ensure that the natural order is preserved and that misdeeds are corrected, both in nature and in those she encounters. In her realm, she is a beacon of light, helping those who are lost or misguided return to their true path.

Unlike the darker Böse Perchten, Schöne Perchten represents the forces of light, order, and growth. She is known to guide travelers, heal the sick, and punish those who break sacred laws or harm the innocent. Her magic comes from the very forces of nature and the divine, flowing through her with the power of the Sylvan realm itself.

Schöne Perchten is deeply connected to the seasons, especially winter and spring. She has the ability to influence the transition between harsh, cold winters and the warmth of spring, where her presence is most heavily felt. A Schöne Perchten is said to appear on the eve of major changes or transitions, offering both guidance and retribution where needed.


Regional Effects

  • Sylvan Glow: In regions where Schöne Perchten resides, the land seems to come alive with gentle light. The forest appears radiant, especially at night, with a faint glow from plants, trees, and creatures, almost as if the area itself is blessed.
  • Growth of Harmony: The environment within a 6-mile radius of Schöne Perchten is constantly in a state of lush growth, with flowers blooming and trees flourishing even in harsh winter conditions. However, this beauty will fade if Schöne Perchten is slain or driven out of the area, leaving the land barren and devoid of life.
  • Aura of Good: Within a 1-mile radius of Schöne Perchten, all creatures have advantage on Wisdom and Charisma saving throws against dark or malevolent magic. This area is considered a sanctuary for good-aligned creatures, while malevolent forces find it difficult to work magic or carry out evil acts within the zone.

Description of the Fight

Schöne Perchten typically seeks to avoid conflict but will not hesitate to defend herself or punish wrongdoers. If threatened, she uses her Charming Radiance to neutralize enemies, turning them into allies, or at least rendering them helpless. Her primary goal in combat is to heal and protect her allies, using Healing Touch to keep everyone in top condition. She uses Radiant Dash and Glorious Shield to maintain a position of power and safety, ensuring that she is never overwhelmed by physical attacks. The Protective Aura and her Aura of Benevolence make her an unyielding force for good, and a powerful healer and combatant when needed. She can be a daunting foe for any evil creature to face, as she brings both divine wrath and unyielding support for those who fight alongside her.

Percht
Perchten, Radecker Pass, Bergheim © Radecker Pass. Accessed here

A shaggy devilish humanoid lopes forth on cloven hooves, a long tongue darting from between its lips as if tasting the air. It clutches a gnarled staff in one clawed hand. Ridged horns spiral from its brow.

Taken from Creature Codex

A percht is a vicious crusader against wickedness, using whatever means necessary to eliminate dishonesty and treachery in all of its forms. The origins of perchten are unknown—some speculate that they are the offspring of a vengeful god, whereas others hold that they are devils escaped from Hell and acclimated to the Material Plane.

All perchten seek to punish those they consider to be dishonest, regardless of the motivation behind the indiscretions of their victims. A serial criminal is just as likely to be attacked as a beggar who has stolen once in order to keep from starving.

A percht’s targets are assaulted violently with its staff and natural weapons—such victims are almost always left alive as a warning to others. Only if a victim attempts to fight back will the percht resort to lethal violence. Perchten like to think of themselves as incorruptible, but they can be bribed—cookies, cakes and alcoholic beverages are favourites of perchten, who will often overlook small discretions in exchange.

Perchten are creatures of darkness, only active at night and usually only during the winter. Perchten spend much of the year hibernating in caves or hollow trees. They enjoy the company of other perchten, and may form gangs to dole out their harsh justice to entire communities. A percht stands almost seven feet tall and weighs 250 pounds.

Perchta

Female perchten, known singly as perchta, are altogether more cunning and dangerous than their male kin. A perchta’s concerns lead more towards industriousness than honesty, and her smell wickedness ability targets those who have neglected a duty within the last week instead of liars and thieves. A perchta is an advanced percht with alter self and major creation as spell-like abilities usable three times per day. A perchta is CR 8.

Percht
Create

XP 3,200
LE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., Perception +15, scent, smell wickedness

Defense

AC 18, touch 13,flat-footed 15 (+3 Dex, +5 natural)
hp 85 (9d10+36)
Fort +7, Ref +9, Will +9
Resist 
cold 10, fire 10
Defensive Abilities 
fear-eater
Weakness 
light sensitivity

Offense

Speed 30 ft., snow stride
Melee 
shillelagh +13/+8 (2d6+5 plus pain), shillelagh +13 (2d6+5 plus pain), gore +8 (1d6+2) or 2 claws +13 (1d4+4), gore +13 (1d6+4)
Spell-like Abilities 
CL 9th, concentration +11
Constant—discern lies (DC 16), shillelagh
At will—jump, produce flame
1/day—dimension door, fear (DC 16)

Statistics

Str 18, Dex 16, Con 19, Int 13, Wis 16, Cha 15
Base Atk 
+9; CMB +13; CMD 26
Feats 
Dazzling Display, Double Slice, Intimidating Prowess, Two-Weapon Fighting, Weapon Focus (quarterstaff)
Skills 
Acrobatics +12, Climb +11, Intimidate +15, Perception +12, Sense Motive +9, Stealth +12, Survival +12
Languages 
Aklo, Common, Infernal
SQ 
nonlethal mastery

Ecology

Environment cold forests
Organization 
solitary, pair or posse (3-8)
Treasure 
standard plus masterwork quarterstaff

Special Abilities

  • Fear-Eater (Su) A percht gains fast healing 5 whenever it is within 30 feet of a creature suffering from the shaken, frightened, cowering or panicked conditions.
  • Nonlethal Mastery (Ex) A percht can deal non-lethal damage with any weapon or with its natural attacks without penalty.
  • Pain (Su) A creature struck by any manufactured weapon wielded by a percht must succeed a DC 16 Fortitude save or become sickened with pain for 1 minute. Multiple blows do not stack. The save DC is Charisma based. This is an ability of the percht, not its weapon.
  • Smell Wickedness (Su) A percht can use scent to pinpoint creatures that have lied, cheated or stolen within the past week. The percht can detect the presence of such creatures within 60 feet, and can pinpoint their square within 20 feet.
  • Snow Stride (Su) A percht can move through snowy or icy conditions without penalty.

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