Krampus CelebrantCreature 8
Source Pathfinder Lost Omens Monsters of Myth
Perception +19 (darkvision, scent (imprecise) 30 feet)
Languages Common
Skills Athletics +17, Intimidation +18, Stealth +15, Survival +15
Str +5, Dex +3, Con +4, Int +1, Wis +3, Cha +4
AC 27; Fort +19; Reflex +16; Will +13;
HP 125
Speed 25 feet
Weaknesses Holy 5
Resistances Cold 10, Physical 5
Claw
+20 (+16, +12) to hit (agile, unarmed) 2d8+9 SlashingBirch Bundle
+20 (+15, +10) to hit (backswing, forceful) 2d10+9 BludgeoningHorn
+20 (+15, +10) to hit (unarmed) 2d12+9 PiercingFrightful Presence (aura, emotion, fear, mental)
30 feet. DC 23 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Frightful Parade
The Krampus celebrant Strides up to its Speed and attempts a birch bundle Strike against one creature within its reach at any point during that movement.
Relentless Torment
Trigger The Krampus celebrant hits a frightened creature with its birch bundle Strike
Effect The target must attempt a DC 26 will save to resist the effects of the fearful assault.
Success The target is unaffected.
Failure The creature takes 1d8 mental damage. At the end of the creature's next turn, its frightened condition doesn't decrease by 1.
Critical Failure The creature takes 2d8 mental damage, and its frightened condition increases by 1 (maximum 4). At the end of its next turn, its frightened condition doesn't decrease by 1.
SnowstrideThe Krampus celebrant ignores difficult terrain caused by snow and ice, and it treats greater difficult terrain caused by snow and ice as difficult terrain.
VandalWhenever the Krampus celebrant deals damage to an object, it ignores the first 10 points of the object's Hardness.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Innate Primal Spells (DC 26, +18 to hit)
Cantrips (4th Level): Tanglefoot
2nd Level: Obscuring Mist
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.