On your way to your destination you are likely to be ambushed.
The closer Krampus is to spawning, the more difficult the ambushers become.
There are 5 waves of ambushers, each ambusher set contains between 3 and 5 mobs.
Ambushers do not need to be killed for the run to count towards spawning Krampus. You can choose to ignore the ambushers, but they may attack other unsuspecting players (they will also despawn if left alone for a period of time).
Wave 1: Frost Oozes and Frost Spiders
Wave 2: Snow Elementals & Ice Elementals
Wave 3: Snakes and Frost Trolls
Wave 4: Ice Friends and White Wyrms
NOTE: These are not normal Ice Fiends and White Wyrms and can have over 2600 health.
Wave 5: Minions
(~3500 health for the Minions in Wave 5)
You can also get water ambushers when traveling by boat.
These are the same mobs for each wave, but their health increases.
End Encounter: Minions and Krampus
If Krampus spawns on you during a trade mission you will get a double message.
The first message indicates you sense an attack. The second message gives you the spawning location of Krampus.
You only get the message of where Krampus spawned when you are on an active trade order. Get out that sextant and start working your way to the spawn.
Trade Ministers will stop issuing Trade Orders once Krampus has spawned. They will instead bark the location that Krampus is located when you try to get an order.
You may, however, still turn in an active trade order while Krampus is out.
Krampus spawns five minutes after the spawn message appears.
Before he can be attacked, his guardians (a set of minions) need to be killed.
Krampus has a small tether radius and will leash (or rubber-band) back to his starting location if pulled too far away.
Example Krampus Lore:
Krampus has around ~40k Hit Points, and will regen incredibly fast when not engaged
Each time Krampus spawns he can spawn with a different Weapon Specialization
Krampus' Resist Spread favors Fire, Energy and/or Poison Damage.
Based on actual spawned resist spreads, the best rideable magical pets for Krampus are the
Reptalon or Fire Steed, followed by the Nightmare and CU.
Rune corruption is very powerful on Krampus due to his high resists.
The best rune corruption pets would be the Fire Beetle or Rune Beetle.
The best non-rideable magical pets would be: Poison Drake, Dread Spider, Fire Drake, and Energy Drake.
Krampus also has Fiendish Calling AI, like that of Dark Father/Shadowguard, where adds (minions) will spawn throughout the encounter and need to be dealt with. He throws a minion at a person or pet (top-left of image):
and a second later multiple minions will spawn around them.
These minions are much easier than the minions that ambush you.
He will also randomly teleport an individual to him during the fight.
Occasionally when he teleports you to him, he will do a 'Bone Breaker' special move on you. This move does massive stamina damage, and applies a debuff that will continually drain your stamina over time until it wears off. After getting hit with a Bone Breaker move, you gain an immunity to being hit with it again for a short duration.
Last, but not least, Krampus has a range-based Area of Effect attack. The closer you are standing to him, the more damage you take (we've seen hits up to ~45 damage). Since this attack is non-target based, he will often switch aggro after doing this attack, so stay on your toes!
Spawning around the Krampus encounter area will be a new tameable pet, the Frost Drake. These only spawn when Krampus has ambushed a trade route. They do not spawn during the other ambusher waves.
It is a dragonkin without "dragon ai" (no dragon breath) but comes with the innate ability cold wind.
Head over to their Bestiary page to see a full breakdown of their intensity.