Winter's Grim Tidings

Supplemental Content:

 

Player's Map

 
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Monsters

Baelbog (Unseelie Reindeer)

Large beast (fey), neutral evil
Armor Class 16 (Natural Armor)
Hit Points 84
Speed 60ft Fly: 60ft

STR

17 +3

DEX

14 +2

CON

15 +2

INT

3 -4

WIS

12 +1

CHA

6 -2

Skills Perception +3, Religion +2
Damage Resistances Cold
Senses darkvision 60 ft., passive Perception 13
Languages Understands Common and Fey but can’t speak
Challenge 5


Charge. If the baelbog moves 20 feet or more straight towards a target and hits with a gore attack on the same turn, the target suffers an additional 7 (2d6) 2d6 damage. A Medium or smaller target must succeed on a DC 13 Strength saving throw or be knocked prone.   Relentless Advance. The baelbog is unaffected by difficult terrain, and can ride over water and other liquid surfaces.   Shadowy Veil. The baelbog is treated as invisible to any creature more than 15’ from it while in any woodland environment.


Actions

Multiattack. The baelbog has two attacks. One with its gore and one with its hooves.   Gore. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 11 2d8+3 piercing damage.   Hooves. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one prone creature. Hit: 10 2d6+3 bludgeoning damage.



At a distance, a baelbog appears similar to a large if somewhat gaunt stag deer. Closer examination, however, reveals this creature has deep-set red eyes, barbed and moss-covered antlers, jagged hooves, rows of sharp teeth, and fur covered in patches of mange.

These creatures serve Krampus as guards outside its lair and as mounts when necessary.

 

Animated Bear Trap

Small construct, unaligned
Armor Class 15 (Natural Armor)
Hit Points 48 (12d6+12) 12d6+12
Speed 30ft

STR

13 +1

DEX

22 +6

CON

11 0

INT

2 -4

WIS

14 +2

CHA

1 -5

Saving Throws Dex +3
Skills Perception +5, Stealth +8
Damage Resistances Acid, cold, fire; bludgeoning, piercing, and slashing damage from non-magical attacks
Damage Immunities Necrotic, poison, psychic
Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses Blindsight 30 ft.; passive Perception 14
Languages -
Challenge 5


Trap. When an animated bear trap knocks a Medium or smaller target prone, it immediately makes a second bite attacks against the same target and automatically grapples its target if this attack hits.


Actions

Bite. +8 to hit 1d20+8 , reach 10 ft., one target. Hit: 15 (2d8 + 6) 2d6+3 piercing damage, and the target must succeed on a DC 15 saving throw or fall prone.



These traps have been animated through the fey magic. It resembles a normal bear trap, albeit one with especially wicked sharpteeth.

 

Twisted Changeling

Small fey, neutral evil
Armor Class 13
Hit Points 38 (7d6+14) 7d6+14
Speed 25ft

STR

12 +1

DEX

16 +3

CON

14 +2

INT

8 -1

WIS

12 +1

CHA

9 -1

Skills Athletics +3, Perception +3, Stealth +5
Damage Resistances Cold
Senses Darkvision 60 ft., passive Perception 13
Languages Common, Fey
Challenge 2


Actions

Frightening Presence. Any humanoid or beast starting its turn within 10 feet of the twisted changeling must make a DC 11 Wisdom save or become frightened until the start of that creature’s next turn.   Light Sensitivity. The twisted changeling suffers disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight whenever it is in bright light.   Pouncing Leap. As a bonus action, the twisted changeling makes a standing long jump up to a distance of 20 feet. If it lands in an occupied space, its first attack that round has advantage.   Overwhelm. The twisted changeling has advantage on any attack roll against a creature if at least one of its allies is within 5 feet of the target and the ally isn’t incapacitated.

Reactions

Multiattack. The twisted changeling makes one bite attack and two claw attacks.   Bite. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3)  1d4+3  piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be pulled prone.   Claw. Melee Weapon Attack: +4  1d20+4  to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3)  2d4+3  slashing damage, and the target must succeed on a DC 11 Constitution save or become poisoned for 1 minute. The poisoned creature can repeat this save at the end of each of its turns, ending the effect on itself with a success.   Rend. If all three of the twisted changeling’s attacks hit a target, it tears at the target dealing horrific wounds as a bonus action. The victim takes 9 (2d6+3) 2d6+3 slashing damage and is poisoned for 1 minute.



After an evil steals a child, it may take them to its lair. It feeds them a magical slurry that slowly transforms the child into a mutated, corrupted monster. The change is irreversible.

 
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Krampus

Medium fey, neutral evil
Armor Class 18 (Natural Armor)
Hit Points 133 (14d8+60) 14d8+60
Speed 40ft Climb: 40ft

STR

20 +5

DEX

17 +3

CON

20 +5

INT

11 0

WIS

14 +2

CHA

9 -1

Saving Throws Str +9, Con +9
Skills Acrobatics +7, Athletics +9, Intimidation +3, Perception +6
Damage Resistances Bludgeoning, piercing, and slashing damage from non-magical attacks
Condition Immunities Charmed, frightened
Senses Blindsight 60 ft., darkvision 60 ft.; passive Perception 16
Languages Common, Fey
Challenge 10


Blood-Soaked Cap. Krampus dips its cap or coat in fresh blood (such as from a bleeding creature) as a bonus action, healing 10 (3d6) damage or gaining 1d6 temporary hit points.   Grisly Gift. As a bonus action, Krampus pulls a gift from its bag and presents it to one humanoid it can see within 30 feet. The target creature must succeed a DC 14 Wisdom saving throw or become charmed. The charmed creature uses its reaction to move up to its speed towards Krampus and take the proffered gift. The creature refuses to part with its gift under any circumstances. The charmed creature regards Krampus as a friend to be obeyed and protected. It accepts Krampus’s requests in the most favorable light possible. If Krampus or one of its allies inflicts harm to the charmed creature, it can repeat the Wisdom save, ending the charm on itself with a success. Otherwise, the charm lasts 24 hours or until Krampus dies. A creature succeeding at its Wisdom save sees the gift for what it truly is: a gnarled mass of hair, dried blood, and bone fragments twisted into a crude shape. That creature thereafter becomes immune to the Grisly Gift for the next 24 hours. Creatures immune to charm are immune to this power. Krampus can have up to three humanoid creatures charmed at one time, although creatures with a Wisdom score of 10 or less don’t count (i.e., children) against this limit. Krampus can release a creature from its charm as a bonus action or if it gives a gift to another creature in excess of its limit.   Iron-Shod Boots. Krampus suffers disadvantage on all Dexterity (Stealth) checks.   Magic Resistance. Krampus has advantage on saving throws against spells and other magical effects.   Squeeze. Krampus can move through any opening 1 foot or larger without squeezing.


Actions

Multiattack. Krampus makes two scythe attacks and one bite attack.   Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) 2d8+5 piercing damage and the creature bleeds heavily. The bleeding creature must succeed at a DC 15 Constitution saving throw at the start of each of its turn or suffer 10 (3d6) necrotic damage and continue bleeding. A successful save means the creature takes no necrotic damage and the effect ends. A creature cannot suffer more than 10 (3d6) 3d6 necrotic bleeding damage in any given turn. A successful DC 15 Wisdom (Medicine) check as an action or any magical healing stops the bleeding. This bleeding power does not work on constructs or undead.   Scythe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) 1d8+5 piercing damage.   Bag of Holding. Melee Weapon Attack: +8 to hit, reach 10 ft., one Medium-sized or smaller target. On a hit, the target creature must succeed at a DC 16 Dexterity saving throw or be stuffed into Krampus’s oversized magical bag. A bagged creature is blinded and restrained and has total cover against attacks and other effects outside the bag. Each round inside the bag, the creature must succeed at a DC 15 Constitution saving throw or fall paralyzed. If a creature succeeds at this save, it becomes immune to the paralyzation effect for the next 24 hours. Krampus can only have two Medium-sized or four Small-sized creature in its bag at a time. If the creature stuffed inside the bag inflicts 20 or more damage from within, it plops out of the bag and falls prone in a space adjacent to Krampus. If Krampus dies, a creature trapped in its bag is immediately discharged and lands prone.


Lair Actions

On initiative count 20 (losing initiative ties), Krampus may take a lair action to trigger one of the following effects. It cannot use the same effect two rounds in a row:   Fey Fright. A wave of fey magic washes outward from Krampus. Each creature within 30’ of it must make a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can attempt another save at the end of each of its turns, ending the effect if successful.   Charming Stare. The Krampus stares at one creature within 60’. If that creature fails a DC 14 Wisdom saving throw, they become charmed for 1 minute. While charmed, an affected creature must use its action at the start of its turn before moving to make a melee attack against another adjacent creature of Krampus’s choice. If no other creatures are adjacent, the charmed creature can act normally that turn. A charmed creature can attempt another save at the end of each of its turns, ending the effect if successful.   Red Shift. Krampus switches position with one creature it can see within 60’. Krampus teleports to that creature’s space and that creature teleports to Krampus’s former space. The creature suffers 10 (2d6+4) necrotic damage in this shift. There is no saving throw for this effect.   Bring down the Roof. The cavern suffers a brief earthquake. Each creature standing on the floor of this cave must succeed at a DC 14 Dexterity saving throw or be knocked prone and suffer 15 (3d6+6) bludgeoning damage. A creature at the edge of the pool that fails this save falls into the water.


This fey entity was once a hateful, bloodthirsty creature known as a redcap before swearing its service to Ninfa, the Great Witch of the Woods. Now, it serves as her messenger, enforcer, and collector of tribute. Krampus takes any insult against the crone personally, but at the same time he enjoys any opportunity to unleash his love of blood and violence.

 

Magic Items

 

Redcap Mushrooms

Potion Fungus (potion)   Category: Nature   Item Rarity: Uncommon Uncommon
 

This large, red speckled mushroom can be found growing in underground caves in the local area. The person who steeps this mushroom fruit body or spores in bark tea can see and hear anything the Krampus, or the wearer of the redcap, can see and hear. The imbiber must make a Constitution saving throw DC 14 or temporarily lose d2 points of Wisdom.   A single point of Wisdom can be recovered with each long rest. Magical means can also be used to restore these lost points per the spells description.

Weight: -

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  According to legend, the days surrounding the longest night of the year belonged to Jolfadr, the Yule-Father. Stories described how he, accompanied by the Great Hunt, scoured the lands of Baennor of the undead, evil spirits, and other fell monsters.   The Yuletide holiday lasted three days, culminating with a feast on the longest night to celebrate Jolfadr, who in turn bestowed his blessings upon those who feasted in his honor and respected traditions. Those who committed evil acts repented of their sins and offered penance to the Yule-Father out of fear that they, too, would run afoul of the Great Hunt.   The Winter's Grim Tidings is a one-shot adventure for 4 to 6 Players of 7th-9th levels.   Purchase: $2.99

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