Trib
Trib
Trib
C R E AT E D B Y
The unspeakable evil had placed Iceville under a spell Armor Class 14
Hit Points 9 (2d8)
of eternal darkness, allowing it to feed off the fear and Speed 30 ft.
sadness of the people. The monster’s name has been
STR DEX CON INT WIS CHA
lost to time. If their check is a close failure, let them
know the same details, just don’t specifically mention 13 (+1) 13 (+1) 10 (+0) 8 (-1) 8 (-1) 8 (-1)
difficult and only possible if the group avoided fighting Armor Class 15 (natural armor)
Hit Points 30 (4d8+12)
in Encounter 2. Each PC will need to pass a DC 20 Speed 30 ft.
Dexterity (Stealth) check. If the majority of them are
STR DEX CON INT WIS CHA
successful, then award a surprise round to the players.
14 (+2) 10 (+0) 15 (+3) 12 (+1) 11 (+0) 8 (-1)
Otherwise, Krampus is waiting for them.
Damage Immunities Poison
After moving through a small warehouse, your Condition Immunities Poisoned
group enters into main area of the workshop. The Senses Darkvision 120 ft., Passive Perception 15
main workshop area is a large room with a high Languages Common, Gnomish, Abyssal
Challenge 1 (200 XP)
ceiling with crossbeams (60 feet wide by 40 feet
Charge. If Krampus moves at least 15 feet straight toward a
deep with a ceiling is 30 feet above the floor). The target and then hits it with a gore attack on the same turn, the
room is filled with a dozen gnomes, in pointy green target takes an extra 7 (2d6) damage from the attack.
and red hats, working away on toy soldiers. At Darkness. Magical darkness spreads out in a 20-foot-radius
the far end of the workshop sits a 6 foot tall monster sphere around Krampus. The demon can cast this spell only
once and it lasts until he is hit by a successful attack or three
covered in dark fur with cloven feet, a tail, two rounds pass. Like the spell darkness, darkvision can’t see
horns, pointed ears and a long tongue. through this darkness and nonmagical light can not illuminate
it. His innate spellcasting ability is Constitution (spell save DC
Begin the battle. The players will face off against 2 13).
toy soldiers and Krampus. Krampus will use darkness Enchant. Krampus is already using this power to control
early on and then focus on charging with his horns Kringle and his helpers. His enchant ability will end once he is
to gore them. The toy soldiers should simply attack knocked unconscious or is killed.
their closest enemy. If the battle is too tough for you ACTIONS
players, you could have one or two gnome helpers Gore. Melee Weapon Attack: +4 to hit, Hit: 9 (2d6+2) piercing
(use Commoner stats on page 345 of Monster Manual) damage.
wake up from the enchantment using whatever they Claw. Melee Weapon Attack: +4 to hit, Hit: 6 (1d6+2) slashing
damage.
can find as weapons (use Club for stats) or throw a
healing potion to a player.
The monster turns and looks right at your group and
lets our a huge roar. His roar extinguishes the
candles and plunges the large workshop into
darkness.
• The players can find a ladder and get up into the
crossbeams.
• You should scatter some pillars, crates, tables
around the room for cover
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