Legends of Yuletide

by Ishio

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Legends of Yuletide - Creatures

As the air grow cold and biting, the winds whisper warnings of winter's approach. And as the days grow shorter, the veil between worlds grows weaker. Each year on the Winter Solstice, malignant forces seek to enter our world, and our champions stand ready to face them.

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Klaus, Saint of the Red Winter

Medium humanoid (aasimar), lawful neutral


  • Armor Class 17 (+3 padded armor), 18 (in sleigh)
  • Hit Points 190 (20d8 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 14 (+2) 16 (+3) 18 (+4)

  • Saving Throws Str +11, Con +11, Wis +9, Cha +10
  • Skills Animal Handling +15, History +14, Insight +9, Perception +9, Performance +10, Religion +8, Stealth +9
  • Damage Resistances Necrotic, Poison, Radiant, Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Damage Immunities Cold, Fire
  • Condition Immunities Exhaustion
  • Senses Darkvision 60 ft., Passive Perception 19
  • Languages Celestial, Common, Dwarvish, Elvish, Halfling
  • Challenge 17 (18,000 XP)

Special Equipment. Klaus wears +3 padded armor, a belt of dwarvenkind, and the Ring of Winter. Klaus carries a Large Bag of Holding, and wields a Flametongue.

While wearing the ring, Klaus doesn't age naturally. Additionally, Klaus cannot be targeted by any divination magic or be perceived through magical scrying sensors.

Klaus' Bag of Holding ignores the size and weight restrictions of that of a traditional Bag of Holding.

Flame Stride. Once on each of his turns, Klaus can use 10 feet of his movement to step magically into one fire within his reach, and emerge from a second fire withing 1000 feet of the first fire. Klaus appears in an unoccupied space within 5 feet of the second fire. Both fires must be of medium size or larger.

Innate Spellcasting. Klaus' innate spellcasting ability is Charisma (DC 18). He can innately cast the following spells, requiring no material components:

At will: Light, Pass without trace, Toll the dead

1 each per day: Hallow, Heroes Feast, Scrying

Legendary Resistance (3/Day). If Klaus fails a saving throw, he can choose to succeed instead.

Yuletide Spirit. Klaus has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Actions

Multiattack. Klaus attacks twice with his Flametongue.

Flametongue (Falchion) Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 7 (2d6) fire damage.

Radiant Soul (1/Day). Klaus unleashes the diving energy within himself, causing his eyes to glimmer, and two luminous, incorporeal wings to sprout from his back. His transformation lasts for 1 minute, or until he ends it as a bonus action. During this time, Klaus has a flying speed of 30 ft., and once on each of his turns, he can deal an extra 18 (4d8) radiant damage to one target, when he deals damage to it with an attack or a spell.

Summon Sleigh (1/Day). Klaus magically summons a flying chariot (in the form of a sleigh), and eight reindeer to pull it, provided the sun isn't up. The sleigh, and the reindeer appear in unoccupied spaces within 60 ft. of Klaus, and the reindeer act as Klaus' allies, and will obey his spoken commands. The sleigh, and reindeer remain until Klaus dies, or until he dismsses them as an Action.


Legendary Actions

Klaus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Klaus regains spent legendary actions at the start of his turn.

Attack. Klaus makes one melee attack.

Coal. Klaus pulls three lumps of burning coal from his Bag of Holding, and throws them at three different points up to 60 ft. away from him. Each creature within 5 ft. of those points must succeed on a DC 12 Dexterity saving throw, or take 10 (3d6) fire damage.



Krampus, The Yule Lord

Large fiend (demon), Chaotic Evil


  • Armor Class 19 (natural armor)
  • Hit Points 262 (21d20 + 147)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 21 (+5) 24 (+7) 23 (+6) 20 (+5) 23 (+6)

  • Saving Throws Dex +12, Int +13, Wis +12, Cha +13
  • Skills Arcana +13, Athletics +13, Intimidation +20, Nature +13, Perception +12, Stealth + 12
  • Damage Resistances Fire, Lightning, Necrotic
  • Damage Immunities Cold, Poison; Bludgeoning, piercing, and slashing from non-magical weapons
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120 ft., passive Perception 22
  • Languages All, telepathy 120 ft.
  • Challenge 24 (62,000 XP)

Special Equipment. Krampus carries a Large Bag of Devouring, and wields the Branch of Krampus.

Innate Spellcasting. Krampus' spellcasting ability is Charisma (DC 19). Krampus can innately cast the following spells, requiring no material components:

At will: Animal shapes, Knock, Locate creature

3/day: Animate objects, Bestow curse (9th level)

1/day: Imprisonment (chaining option only)

Legendary Resistance. If krampus fails a saving throw, he can choose to succeed instead.

Magical Resistance. Krampus has advantage on saving throws against spells and other magical effects.

Standing Leap. Krampus' long jump is up to 40 ft., and his hugh jump is up to 20 ft., with or without a running start.

Actions

Multiattack. Krampus makes two Branch of Krampus attacks.

Branch of Krampus. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target must make a DC 17 Charisma saving throw. On a failure, the target becomes frightened of Krampus until the end of their next turn.

Etherealness. Krampus magically enters the Ethereal Plane from the Material Plane, or vice versa.

Bag of Devouring. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature that is grapped by Krampus, incapacitated, or restrained. On a hit, if the target is a Large, or smaller creature, it must succeed on a DC 18 Strength saving throw, or be pulled inside the bag. A creature inside the bag can use its action to try to escape with a a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check. Any creature that starts its turn inside the bag is devoured, its body destroyed.

Nightmare Haunting. While on the Ethereal Plane, Krampus magically touches a sleeping humanoid on the Material Plane. Spells of the 8-th level or lower cannot prevent this contact. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 22 (4d10). If this effect reduces the targets hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Krampus' Bag of Devouring The reduction to the targets hit point maximum lasts until removed by the greater restoration spell, or similar magic.


Legendary Actions

Krampus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creatures turn. Krampus regains spent legendary actions at the start of his turn.

Move. Krampus moves up to his speed without provoking attack of opportunity.

Punish the Wicked. Krampus casts thorn whip*.

Etherealness (Costs 2 Actions). Krampus uses his Etherealness action.

Eye of Sin (Costs 2 Actions). Krampus turns his magical gaze toward one creature he can see within 120 ft. of him. The target must succeed on a DC 19 Intelligence saving throw, or take 14 (4d6) psychic damage, and Krampus learns every sin the target has committed during the last year.



Yuletide Warden

Medium humanoid (wood elf), Lawful neutral


  • Armor Class 17 (half plate)
  • Hit Points 90 (12d8 + 36)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 16 (+3)

  • Saving Throws Wis +4, Cha +6
  • Skills Animal Handling +4, Nature +4, Perception +4, Stealth +5
  • Damage Resistances Cold, fire
  • Condition Immunities Frightened
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Elvish
  • Challenge 7 (2,900 XP)

Special Equipment. The Yuletide Warden wears Boots of the Winterlands, and a Ring of Fire Resistance. While wearing the boots, the Yuletide Warden ignores difficult terrain created by snow or ice.

Fey Ancestry. The Yuletide Warden has advantage on saving throws against being charmed, and magic can't put it to sleep.

Mask of the Wild. The Yuletide Warden can attempt to hide, even when it is only lightly obscured by foilage, heavy rain, falling snow, mist, and other natural phenomena.

Spellcasting. The Yuletide Warden's spellcasting ability is Charisma (DC 13). The elf has the following Paladin spells prepared:

1st level (4 slots): Alarm, Cure Wounds, Detect Magic, Searing Smite

2nd level (2 slots): Find Steed (reindeer), Lesser Restoration, Moonbean, See Invisibility


Actions

Multiattack. The Yuletide Warden makes two melee attacks.

Longsword. Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 4 (1d8) radiant damage.

Reactions

Parry. The Yuletide Warden adds 3 to its AC against one melee attack that would hit. The attacker must be visible, and wielding a melee weapon.



Yuletide Tinkerer

Small humanoid (rock gnome), lawful neutral


  • Armor Class 14 (padded armor)
  • Hit Points 28 (8d6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 11 (+0) 17 (+3) 12 (+1) 10 (+0)

  • Saving Throws saving_throws
  • Skills Arcana +5, History +5, Investigation +5
  • Senses Darkvision 60ft., passive Perception 11
  • Languages Common, Elvish, Gnomish
  • Challenge 1/4 (50 XP)

Gnome Cunning. The gnome has advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Spellcasting. The gnome is a 1st-level spellcaster. Its spellcasting ability is Intelligence (DC 14). It has the following artificer spells prepared:

Cantrips (at will): Create bonfire, Mending

1st level (2 slots): Detect Magic, Grease, Identify, Snare

Tinker. The gnome can spend 1 hour constructing a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours, unless the gnome spends 1 hour repairing it to keep the device functioning. The gnome can have up to three such devices active at a time. When the gnome creates a device, it chooses one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a front, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 ft. across the ground on each of the gnomes turns in a random direction. It makes noises as appropriate to the creature it represents.

  • Fire Starter. The device produces a miniature flame, which the gnome can use to light a candle, torch, or campfire. Using the device requires the gnomes action.

  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end, or when its closed.


Actions

Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.

Items

Branch of Krampus

Requires attunment by a Druid or Warlock
  • Spell Save DC 17
  • Spell Hit: +9

The Branch of Krampus can be used as a spellcasting focus. Additionally, the branch can be wielded as a magic flail that grants a +3 bonus to attack and damage rolls made with it. On hit, the creature must make a DC 17 Charisma saving throw. On a failure, the target becomes frightened of the branch's wielder until the end of the wielder's next turn.

The branch has 8 charges and regains 1d4 + 4 expended charges daily at dawn. While holding it, the wielder can cast the following spells from the branch by expending the specified number of charges: Barkskin (1 charge), Druid grove (3 charges), Guardian of nature (3 charges), Inflict Wounds (1 charge), Spike growth (2 charges), or Wall of thorns (5 charges).

Ring of Winter.


The Ring of Winter has 12 charges and regains all of its expended charges daily at dawn.

The wielder can cast the following spells from the ring by expending the specified number of charges (DC 17): Bigby's Hand (2 charges), Cone of cold (2 charges), Flesh to stone (3 charges), Ice storm (2 charges), Otiluke's Freezing Sphere (3 charges), Sleet Storm (1 charge), Spike growth (1 charge), and Wall of ice (2 charges).

 

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