Defense
AC: 17, 15 flat-footed, 13 touch
HP:
235
19d10+105
( Fast healing 10 )
Fortitude: +12 Reflex: +8 Will: +8
Immune: Cold
Weaknesses: Fire
DR: 10/fire SR: 15
Offense
Speed: 30 ft
Melee: Hoof Slam +15 ( 4d6+3 /19-20)
Chains +13 ( 2d6+3 )
Special Attacks: Presents. Krampus reaches into his magical sack and throws three of the following magical presents at random 1d10 (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1- Christmas Cheer. The targeted creature must succeed on a DC 16 Will saving throw or be charmed by Krampus until Krampus harms the creature.
2- Caroling. The targeted creature must succeed on a DC 16 Will saving throw or the target begins a comic dance in place: shuffling, tapping its feet, and capering for the 1 minute. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has -4 on attack rolls. While the target is affected by this spell, other creatures have +4 on attack rolls against it. As a full round action, a dancing creature makes a Will saving throw to regain control of itself. On a successful save, the effect ends.
3- Mistletoe. The targeted creature must succeed on a DC 16 Will saving throw or have magical mistletoe appear above it for 1 minute. Each creature that is friendly to the target that can also see the target must make a DC 16 Will saving throw or become charmed until the mistletoe effect ends or until they are dealt damage by the creature under the mistletoe. Charmed creatures can only use their movement to get closer to the creature and must take their action when within 5 feet to try to kiss the creature with the mistletoe effect. The target can repeat the saving throw at the end of each of its turns, ending the mistletoe effect on itself on a success.
4- Sticky Pudding. The targeted creature must succeed on a DC 18 Reflex saving throw. On a failed save, the target is covered in Sticky Pudding and its speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a movement action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5- Hot Chocolate. The targeted creature must make a DC 16 Reflex saving throw, taking 5d12 fire damage on a failed save or half as much on a successful save.
6- Hung With Care. Krampus throws out a string of tinsel to strangle the targeted creature. Make a CMB grapple check against target creature's CMD (Grapple +10; Strangle 1d8). If this creature is reduced to 0 hit points, the tinsel will hang the target creature from the ceiling.
7- Visions of Sugar Plums. The targeted creature must succeed on a DC 13 Will saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage, another creature takes an action to wake it.
8-Frosty the Snowman. The targeted creature must make a DC 16 Will saving throw. On a failed save, the creature begins to turn into a snowman (Ice Elemental) and is restrained. It must succeed a DC 16 Fortitude saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned into a snowman (Ice Elemental) and fights for Krampus until Krampus is defeated.
9- The Weather Outside is Frightful. A hail of rock-hard ice pounds to the ground in a 20-foot-wide, 40-foot-high cylinder. Each creature in the cylinder must make a DC 18 Reflex saving throw. A creature takes 1d8 bludgeoning damage and 2d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of Effect into Difficult Terrain until the end of your next turn.
10-Naughty or Nice present. The targeted creature must provide one reason it should be on the nice list as opposed to the naughty list and then make a DC 20 Will save. On a success, the target is healed for 35 (7d10). On a failure, the target takes 35 (7d10) necrotic damage. The target dies if the present reduces it to 0 hit points.
Space: 10 ft Reach: 10 ft
Spell-like Abilities: Krampus' Little Helpers: As a movement action, Krampus can summon 2d6 imps.