You’d better watch out… it’s the Krampus!
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The Krampus
LE Greathorn Minotaur of Legend Ranger 1/Justiciar 10
Large Outsider (Earth, Cold)

He knows when you are sleeping, he knows when you're awake,
He knows if you've been good or bad, and the bad one's he will take,
Much larger than his counterpart, with fur from head to toe
Two horns as large as antlers, and claws where hands should go
All the naughty children, in rope or chains are bound
The earth will start to rumble, and toss them all around
He holds his sack wide open, and throws the children in
Then with a full sack on his shoulder, he'll flash a wicked grin
So sinister a creature, this frigid hungry beast
Will take them home and eat them, for a tasty winter treat

- The Krampus (a poem by Kenneth Widman, butchered and modified by me)

Build Details
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Spoiler: Ability Scores
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Ability Score Array:

Str - 10 (34)
Dex - 12 (16)
Con - 13 (33)
Int - 14 (14)
Wis - 15 (22) +5 from 4th, 8th, 12th, 16th, 20th
Cha - 8 (12)

Greathorn Minotaur
+14 Str
-2 Dex
+10 Con
-2 Int

Monster of Legend
+10 Str
+6 Dex
+10 Con
+2 Int
+2 Wis
+4 Cha


Spoiler: Build Table
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CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
9 Greathorn Minotaur of Legend (11 HD) +11 +6 +10 +10 Gather Information (cc) 5, Listen 9, Search 14, Spot 9, Survival 14 Awesome BlowB, Improved InitiativeB, MultiattackB, Skill Focus(Gather Information), Improved Unarmed Strike, Improved Grapple, Scorpion's Grasp Earth Glide(Ex), Earth Warp(Su), Natural Cunning(Ex), +4 Racial bonus on Listen, Search, and Spot checks, +12 Natural Armor, Gore Attack (1d8), Spells(Casts as a 5th level Cleric with access to the cleric list and the Protection, Strength, and War domain spells), Fast Healing 5(Ex), Cold Subtype
10 Spiritual Connection Ranger 1 (12 HD) +12 +8 +12 +10 Listen 12, Spellcraft (cc) 1, Spot 12 TrackB, Fiendish Heritage Speak With Animals and Speak With Plants in any combination up to 3/day, Track bonus feat, Favored Enemy - Humanoid(Human)
11 Justiciar 1 (13 HD) +13 +8 +12 +12 Spellcraft (cc) 4 Bring 'em Back Alive, Nonlethal Strike +1d6
12 Justiciar 2 (14 HD) +14 +8 +12 +13 Search 17, Survival 17 Practiced Spellcaster (retrained Improved Grapple), Improved GrappleB Improved Grapple Bonus Feat, Crippling Strike, Re-train Improved Grapple to Practiced Spellcaster
13 Justiciar 3 (15 HD) +15 +9 +13 +13 Listen 14, Search 18, Spot 14, Survival 18 Exotic Weapon Proficiency (Manacles)B, Fiendish Legacy Exotic Weapon Proficiency (Manacles), Street Savvy +2
14 Justiciar 4 (16 HD) +16 +9 +13 +14 Listen 16, Search 19, Spot 16, Survival 19 Nonlethal Strike +2d6
15 Justiciar 5 (17 HD) +17 +9 +13 +14 Listen 18, Search 20, Spot 18, Survival 20 Hog-tie
16 Justiciar 6 (18 HD) +18 +10 +14 +15 Listen 20, Search 21, Spot 20, Survival 21 Fiendish Presence Street Savvy +4
17 Justiciar 7 (19 HD) +19 +10 +14 +15 Listen 22, Search 22, Spot 22, Survival 22 Nonlethal Strike +3d6
18 Justiciar 8 (20 HD) +20 +10 +14 +16 Knowledge(Local) 2, Listen 23, Search 23, Spot 23, Survival 23 Improved Hog-tie
19 Justiciar 9 (21 HD) +21 +11 +15 +16 Knowledge(Local) 4, Listen 24, Search 24, Spot 24, Survival 24, 2 more Superior Unarmed Strike Street Savvy +6
20 Justiciar 10 (22 HD) +22 +11 +15 +17 Knowledge(Local) 6, Listen 25, Search 25, Spot 25, Survival 25, 2 more Intuition, Nonlethal Strike +4d6


Spoiler: Spells per Day/Spells Known
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Spells per Day/Spells Known
Spells per Day/Spells Known
CR 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
9-20 5 3 2 1 - - - - - -



CR 10
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In his earlier years, the Krampus is a powerful and dangerous beast, still prone to killing his prey rather than capturing it alive to eat later in its lair. His tactics are straightforward. He tunnels into the outskirts of a village, and emerges to search for prey. He casts Detect Evil to locate a suitable target, and then usually opts to tunnel into the target's dwelling and erupt from the ground. He activates his Earth Warp ability to keep his prey from running too quickly, and initiates a grapple (usually by performing a nonlethal unarmed strike and benefitting from his Scorpion's Grasp feat). If the target is knocked unconcious by the attack, they are stuffed into his sack. Otherwise the Krampus will attempt to pin his prey and either throttle it into unciousness and stuff it in his sack, or will hold his prey in one hand (as per the Scorpion's Grasp feat) and flee with it back into the earth.

If he's expecting trouble, the Krampus will summon up an Icebeast or two to wade into the fray with him, and will make sure to put up a Protection from Energy (Fire) or Resist Energy (Fire). Against targets that prove to be difficult to grapple, he'll use Shivering Touch (or its lesser cousin) to incapacitate them. If he finds himself facing a large crowd, he'll cast Blood Snow on the area, and then burrow away.

If his prey escapes him, he can cast Circle Dance to locate them, or Track them.


CR 15 - "Sweet Spot"
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Here the Krampus has access to most of his options. In addition to his abilities from before, he's picked up a few new spell-like abilities from the Fiendish Legacy feat, which notably give him a new travel option and some new muscle he can bring to a fight against multiple targets. He can now freely batter his targets with any weapon and do subdual damage. If he's flanking with one of his summoned creatures, Nonlethal Strike and Crippling Strike let him take down the flanked target even faster. He now carries manacles and chains for use as either weapons, or with his new Hog-tie ability. Now he grapples, pins, and hog-ties his prey prior to stuffing them into his sack.


CR 20
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The Krampus enhances his existing abilities with Improved Hog-tie to expedite his capture process, Fiendish Presence to provide an additional method of detecting prey, and Superior Unarmed strike to enhance his damage output.


Notable Treasure
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The Krampus always carries a few noteworthy items:

Bag of Holding Type III - For stuffing naughty children into
A Bottle of Air and a Wind Pipe - Located in the Bag of Holding, creates an infinite supply of breathable air inside the bag.
Several lengths of Chain (for chaining up naughty children).
Several sets of manacles (for chaining up the very naughty folks).


Meeting the Limitations
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  • Must have the Cold subtype - The Krampus gains the Cold subtype from the Monster of Legend Template.
  • Must live in a very cold location - The Krampus preys on villages in the frozen wastes of the Frostfell.
  • Must contain at least one item from Frostburn - The Krampus will often cast Conjure Ice Beast (Frostburn, pg. 89) to call allies prior to engaging multiple foes, or Shivering Touch (Frostburn, pg. 104) to incapacitate targets that resist its grapples. Blood Snow (Frostburn, pg. 91) is also used to cover his escape once he's filled his sack and burrows beneath the ground.
  • Must have some means of defending against Fire Damage - The Krampus often casts either Protection from Energy (Fire) or Resist Energy (Fire) before engaging in combat.
  • Must have an Evil alignment - The Krampus is definitely Evil, but keeps to a code. He only preys on the guilty (i.e. "naughty"). Therefore he holds a Lawful Evil alignment.



Variations
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If you need the Krampus at a lower CR, you can substitute in a normal Minotaur. This will lower starting CR to 6, and leave room for additional Ranger levels.


References
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Player's Handbook - Ranger, Exotic Weapon Proficiency, Improved Initiative, Improved Unarmed Strike, Improved Grapple, Skill Focus, Track
Complete Arcane - Practiced Spellcaster
Complete Mage - Fiendish Heritage, Fiendish Presence, Fiendish Legacy
Complete Champion - Spiritual Connection Ranger
Complete Warrior - Justiciar
Dungeon Master's Guide - Bag of Holding, Bottle of Air
Frostburn - Blood Snow, Conjure Ice Beast, Shivering Touch
Monster Manual 2 - Monster of Legend Template
Monster Manual 4 - Greathorn Minotaur, Awesome Blow, Multiattack
Sandstorm - Scorpion's Grasp
Stormwrack - Wind Pipe
Tome of Battle - Superior Unarmed Strike



This icy dragon will chill you to the bone. The White Flame of Hate!

Spoiler: Dartakaussirixen, the White Flame of Hate
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Dartakaussirixen, the White Flame of Hate

LE Double-headed Mature Adult White Dragon CR 15 / Cleric 1 / Unholy Ravager of Tiamat 2 / Hidecarved Dragon 2



Spoiler: Build Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
5th Double-headed white dragon wyrmling (5 RHD) +5 +4 +4 +4 Concentration 2, Diplomacy 2, Escape Artist 2, Intimidate 2, Hide 2, Listen 8+2 , Move Silently 2, Search 8+2, Sense Motive 1, Spot 6+2, Swim 2 and Use Magic Device 1 (+2 racial bonus on Listen, Spot, Search) Chosen of Iborighu, Shape Soulmeld: Flame Cincture, Improved Multiattack (B), Improved Initiative (B), Combat Reflexes (B) Size Tiny, 2 Bites 1d4 5-ft reach, 2 Claws 1d3, 2 Breath weapons 1d6 15-ft cone, Immunity to sleep and paralysis, Blindsense 60-ft, Keen Senses, Icewalking, immunity to cold, vulnerability to fire, Darkvision 90-ft, resistance to fire 10 (flame cincture), Freezing glare 1/day (Chosen of Iborighu)
6th Cleric 1 +5 +6 +4 +6 Concentration 2, Diplomacy 2, Escape Artist 2, Intimidate 2, Knowledge (religion) 1, Hide 2, Listen 8+2 , Move Silently 2, Search 8+2, Sense Motive 1, Spot 6+2, Swim 2 and Use Magic Device 1 Bonus Essentia Aura (evil), Spellcasting CL 1, Domain: Cold, turn/destroy fire creatures, rebuke/command ice creatures, Domain: Destruction, Smite 1/day, Spontaneous casting (inflict spells), rebuke undeads, resistance to fire 20 (flame cincture)
7th Very young white dragon (8 RHD) +8 +8 +6 +8 Concentration 2, Diplomacy 2, Escape Artist 2, Intimidate 2, Knowledge (nature) 5, Knowledge (religion) 1, Hide 2, Listen 10+2, Move Silently 2, Search 10+2, Sense Motive 2, Spot 10+2, Swim 2 and Use Magic Device 2 Recover Breath Size Small, 2 Bites 1d6, 2 Claws 1d4, 2 Breath weapons 2d6 20-ft cone
8th Young white dragon (11 RHD) +11 +9 +7 +9 Concentration 2, Diplomacy 2, Escape Artist 2, Intimidate 4, Knowledge (nature) 5, Knowledge (religion) 5, Hide 2, Listen 13+2 , Move Silently 2, Search 13+2, Sense Motive 2, Spot 13+2, Swim 2 and Use Magic Device 2 Maximize Breath Size Medium, 2 Bites 1d8, 2 Claws 1d6, 2 wings 1d4, 2 Breath weapons 3d6 30-ft cone
10th Juvenile white dragon (14 RHD) +14 +11 +9 +11 Concentration 5, Diplomacy 2, Escape Artist 2, Intimidate 4, Knowledge (nature) 5, Knowledge (religion) 5, Hide 2, Listen 16+2 , Move Silently 2, Search 16+2, Sense Motive 2, Spot 16+2, Swim 5 and Use Magic Device 5 Power Attack 2 Breath weapons 4d6, Fog cloud 3/day
12th Young adult white dragon (17 RHD) +17 +12 +10 +12 Concentration 5, Diplomacy 5, Escape Artist 2, Intimidate 4, Knowledge (nature) 5, Knowledge (religion) 5, Hide 2, Listen 19+2 , Move Silently 5, Search 19+2, Sense Motive 2, Spot 19+2, Swim 5 and Use Magic Device 5 Tempest Breath Size Large, 2 Bites 2d6, 2 Claws 1d8, 2 Wings 1d6, 1 Tail Slap 1d8, 2 Breath weapons 5d6 40-ft cone, Frightful Presence, DR 5/magic, SR 16
13th Unholy Ravager of Tiamat 1 +18 +14 +10 +14 Concentration 5, Diplomacy 5, Escape Artist 2, Intimidate 4, Knowledge (nature) 5, Knowledge (religion) 5, Hide 2, Listen 19+2 , Move Silently 5, Search 19+2, Sense Motive 2, Spellcraft 2, Spot 19+2, Swim 5 and Use Magic Device 5 Divine Conversion
15th Adult white dragon (20 RHD) +21 +16 +12 +16 Concentration 5, Diplomacy 5, Escape Artist 2, Intimidate 4, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (religion) 5, Knowledge (the planes) 1, Hide 2, Listen 22+2 , Move Silently 5, Search 22+2, Sense Motive 2, Spellcraft 5 (bought as cross-class skill), Spot 22+2, Swim 5 and Use Magic Device 5. Open Greater Chakra: Waist 2 Breath weapons 6d6, Gust of Wind 3/day, SR 18, Spellcasting CL 2 (Divine Conversion), Blast of Fire (flame cincture)
17th Mature adult white dragon (23 RHD) +24 +17 +13 +17 Concentration 5, Diplomacy 5, Escape Artist 2, Intimidate 4, Knowledge (arcana) 5, Knowledge (geography) 5, Knowledge (nature) 5, Knowledge (religion) 5, Knowledge (the planes) 5, Hide 2, Listen 25+2 , Move Silently 5, Search 25+2, Sense Motive 5, Spellcraft 5, Spot 25+2, Swim 5 and Use Magic Device 9 Iron Will Size Huge, 2 Bites 2d8, 2 Claws 2d6, 2 Wings 1d8, Tail Slap 2d6, Crush 2d8, 2 Breath weapons 7d6 50-ft cone, DR 10/magic, Spellcasting CL 4 (Divine Conversion), SR 20
18th Hidecarved Dragon 1 +25 +19 +15 +19 Concentration 11, Diplomacy 5, Escape Artist 2, Intimidate 4, Knowledge (arcana) 5, Knowledge (geography) 5, Knowledge (nature) 5, Knowledge (religion) 5, Knowledge (the planes) 5, Hide 2, Listen 25+2 , Move Silently 5, Search 25+2, Sense Motive 5, Spellcraft 5, Spot 25+2, Swim 5 and Use Magic Device 9 Increased Spell Resistance - SR 21
19th Hidecarved Dragon 2 +26 +20 +16 +20 Concentration 17, Diplomacy 5, Escape Artist 2, Intimidate 4, Knowledge (arcana) 5, Knowledge (geography) 5, Knowledge (nature) 5, Knowledge (religion) 5, Knowledge (the planes) 5, Hide 2, Listen 25+2 , Move Silently 5, Search 25+2, Sense Motive 5, Spellcraft 5, Spot 25+2, Swim 5 and Use Magic Device 9 Suppress Weakness (B), Overcome Weakness Poison Resistance, SR 22, no vulnerability to fire anymore
20th Unholy Ravager of Tiamat 2 +27 +21 +16 +21 Concentration 17, Diplomacy 5, Escape Artist 2, Intimidate 4, Knowledge (arcana) 5, Knowledge (geography) 5, Knowledge (nature) 5, Knowledge (religion) 5, Knowledge (the planes) 5, Hide 2, Listen 25+2 , Move Silently 5, Search 25+2, Sense Motive 5, Spellcraft 11, Spot 25+2, Swim 5 and Use Magic Device 9 Breath Weapon Substitution, Spellcasting CL 5 (Divine Conversion)


Spoiler: Ability Scores
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Level Class Str Dex Con Int Wis Cha Nat. armor bonus
standard array +0 -2 +4 +2 +2 +4
multi-headed template +2 +1
5th wyrmling 11 8 19 8 13 10 +4
6th cleric (1st class level) 11 8 19 8 13 10 +4
7th very young 13 8 19 8 13 10 +7
8th young 15 8 21 8 13 10 +10
10th juvenile 17 8 21 10 13 12 +13
12th young adult 19 8 23 10 13 14 +16
13th Unholy ravager of Tiamat 1 (2nd class level) 19 8 23 10 13 14 +16
15th Adult 23 8 25 12 13 16 +19
17th Mature Adult 27 8 27 14 15 16 +22
18th Hidecarved Dragon 1 (3rd class level) 27 8 27 14 15 16 +22
19th Hidecarved Dragon 2 (4th class level) 27 8 28 14 15 16 +22
20th Unholy ravager of Tiamat 2 (5th class level) 27 8 28 14 15 16 +22


Spoiler: Spells
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Spells per Day
Level 0lvl 1st 2nd 3rd
CR 6 - 1st 3 1+1 Wis +1 domain - -
CR 15 - 2nd 4 2+1 Wis +1 domain - -
CR 17 - 4th 5 3+1 Wis +1 domain 2+1 Wis +1 domain -
CR 20 - 5th 5 3+1 Wis +1 domain 2+1 Wis +1 domain 1 +1 domain

Prepared Spells
Level 0lvl 1st 2nd 3rd
CR 6 - 1st 3 Ice Slick, Command +Chill Touch - -
CR 15 - 2nd 4 Ice Slick,Fortify Cold Creatures, Command +Chill Touch - -
CR 17 - 4th 5 Ice Slick,Fortify Cold Creatures,Command, Obscuring Mist +Chill Touch Conjure Ice Beast II, Obscuring Snow, Enthrall+Shatter -
CR 20 - 5th 5 Ice Slick,Fortify Cold Creatures,Command, Obscuring Mist +Chill Touch Conjure Ice Beast II, Obscuring Snow, Enthrall+Shatter Binding Snow+Sleet Storm



Spoiler: Design Notes
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Spoiler: CR 5, sweet spot
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Almost all members of our sect are dead now - for the glory of Iborighu. We succeeded at last, we stole a white dragon egg from the frozen wastes, and used rituals and runes so it would be a perfect unholy vessel for our God, so he would freeze this accursed world. The shamaness said it would hatch soon, so we all chanted the evil gospels of Ice, and waited [...]
Now I am the only one survivor, as we learned too late that Tiamat is a jealous mistress of evil dragonkind. I remember the first moments, when a pale draconic head with one blind eye erupted - we were all ecstatic to see a dragon with the Mark of Iborighu. But our joy was short-lived, as soon afterwards an imperious roar came from the egg - and a second head with a pale fire aura began to hit the first one and subdue it. Then its evil glare went to us... and we knew we were the first ritual feast it required after its birth.


So here we have a dragon which is torn between Iborighu and Tiamat - each head marked by one deity/feat - for the better evil. I did so because I did not find any god with both Cold and Destruction domains, as I wanted to go both Winterhaunt of Iborighu and Unholy Destroyer of Tiamat at the beginning - but we can have fun with an evil dragon with priestly powers all the way ! Multiheaded template also adds nasty surprises with Improved Multiattack and improved senses for +2 CR… and a second breath weapon which costs +1 CR. It also adds 2 racial hit dices, but as this is part of the template this does not count for CR change by itself.

This is the sweet spot for me - as a newly hatched dragon the big surprise is the 2 heads, so adventurers cannot know this beforehand ;-) With an older dragon spellcasters may have the upper hand also...


Spoiler: CR 10
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A new terror awaits in the icy wastes... These damned uldras follow a new totem with two heads, the same than the ice goblins. We cannot play one against the other anymore, it will be difficult to get some trade for eternal ice... Unless you adventurers can make them see "reason" of course. I have just one strange warning from the last survivor of the last expedition - beware the fog.

Main trick there is that each dragon age category adds 3 racial hit dices for only one or two CR - where any level in a basic or prestige class adds one CR. So I feel it is better to focus on few class levels and keep the dragon growing. As I added some class levels in between, I kept the same CR growth whenever I increase age categories. Right now the cleric dip adds some spice to our dragon, but it remains a devious hunter. By RAW you cannot have a cleric of two gods (unless following whole pantheons), but here I devised a tailored background to do so. Feats since CR 5 are all prerequisites for future prestige classes, they add some more focus on breath weapons.


Spoiler: CR 15
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This damn dragon claim huge tracts of the frozen wastes now - no caravan can go through without paying some tithe to Iborighu and Tiamat, savage tribes are all under his claws as fanatics... And now I learn they prepare an invasion, to lay waste to lands which are not under the grip of ice. Our only way to prevent this is to kill the beast !

The cleric dip was a prerequisite for Unholy Ravager of Tiamat prestige class - and this way we have a dragon with divine spellcasting. Incarnum feats are used as a mean of protection against fire, with a little surprise there - fire can be sent right back ! Our dragon has grown to Large size, and gained some SR, Frightful Presence, some attacks… and enough intelligence to setup traps in his lair.


Spoiler: CR 20
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I have only one fear : if this dragon finds the secret to build icehearts, he would be mighty enough to conquer the whole world ! So please, find this secret before him and definitely erase it from history.

At 20th-level our dragon now has spellcasting like a 5th-level cleric, so he can prepare spells according to his foes. Hidecarved dragon prestige class is used to remove fire vulnerability altogether, and Unholy Ravager of Tiamat to change a bit breath weapons - as growing up to Old category needed 3 CRs, I deemed it was a bit too costly to finish the build at CR 20. At 19th-level he attained the 4th class level - so I added one to Constitution score. Finally this is is a dragon of huge size - so not so easy to subdue.



Spoiler: Sources
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Draconomicon (Hidecarved Dragon, Unholy Ravager of Tiamat, breath & monstrous feats)
Frostburn (Chosen of Iborighu, Cold Domain, spells)
Magic of Incarnum (Flame Cincture, Shape soulmeld, bonus essentia, bind greater chakra),
Savage Species (multiheaded template)