Santa Claus

Medium celestial (deity), neutral good


  • Armor Class 25
  • Hit Points 238 (25d8 + 125)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 16 (+3) 30 (+10) 20 (+5)

  • Saving Throws Str +14, Wis +20, Cha +15, Con +15, Dex +13, Int +13
  • Skills Animal Handling +20, Arcana +13, Insight +20, Perception +20, Religon +13
  • Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Resistances fire; bludgeoning, piercing, and slashing
  • Condition Immunities charmed, stunned, blinded, deafened, frightened, exhaustion
  • Senses darkvision 120 ft., truesight 60 ft., passive Perception 30
  • Languages All
  • Challenge 32 (195,000 XP)

Gift Giver. Santa Claus can cast wish at will, but only to give another creature a pleasant, harmless, and good gift. With each use, Santa Claus can

Divine Influence (3/Day). When Santa Claus or a creature he can see makes an attack roll, ability check, or saving throw, Scorpio can choose the outcome of that roll.

Divine Weapons. Santa Claus's weapon attacks are magical. Against non-deities, Santa Claus's weapon attacks ignore damage resistance and treat damage immunity as resistance.

Innate Spellcasting. Santa Claus's innate spellcasting ability is Wisdom (spell save DC 28, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: light, bless, message, locate object, locate creatue, fabricate

8/day: find greater steed (Christmas Reindeer only, up to 8 at a time)

3/day each: cone of cold, holy weapon, misty step, far step,

1/day each: mordenkainen's magnificent mansion, teleport, heroes' feast, mass suggestion, divine word

1/year each: time stop (24 hours), summon greater demon (Krampus only, 24 hours, no Conc.)

Legendary Resistance (5/Day). When Santa Claus fails a throw, he can choose to succeed instead.

Naughty or Nice. Santa Claus knows the alignnment of any creature he sees.

Paunch. Any damage Santa Claus takes from an attack is reduced by 12. When a creature within 5 ft. of Santa Claus hits him with an attack, that creature takes 12 cold damage.

Spirit of Christmas. Santa Claus and any creatures he chooses within 60ft. of him gain 120 temporary hit points at the start of each of Santa Claus's turns.

Actions

Multiattack. Santa Claus can use his Jolly Laugh. He then makes 5 attacks, 2 with his bag of gifts and 3 with his candy cane staff.

Bag of Gifts Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit 30 (4d12 + 4) bludgeoning damage and must make a DC 22 Strength saving throw or be knocked prone and pushed back 10 ft.

Candy Cane Staff. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 15 (2d10 + 4) bludgeoning damage plus 21 (6d6) cold damage.

Jolly Laugh. Any creatures of Santa Claus's choice within 120 ft. of him must make a DC 28 Wis saving throw. If a creature fails the save, they are charmed by Santa Claus for 1 hour, and if their alignment is evil, they take 42 (12d6) cold damage plus 42 (12d6) psychic damage. If a creature succeeds on the save, or if the effect duration ends, that creature is immune to Santa Claus's Jolly Laugh for the next 24 hours.

Legendary Actions

Santa Claus can take 5 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. Santa Claus regains spent legendary actions at the start of his turn.

Attack. Santa Claus makes one attack with his candy cane staff or his bag of gifts.

Mage of the North Pole. Santa Claus casts a spell using his Innate Spellcasting.

Gift of Destruction (Costs 2 Actions). Santa Claus causes a red gift to appear at an unoccupied point he chooses within 90 ft. The gift occupies a 10 ft. cube, has 50 hit points and an AC of 15. On initiative count 20 (losing initiative ties), or if the gift is reduced to 0 hit points, it explodes and is destroyed, forcing all creatures within 20 ft. of it to make a Dexterity saving throw, taking 115 (30d6) fire damage on a failed save, or half as much on a successful save.

Gift of Vigor (Costs 2 Actions). Santa Claus encases himself in a green gift, and regains 70 hit points. The gift occupies a 10 ft. cube, has 50 hit points and an AC of 15. At the beginning of Santa Claus's next turn, or when the gift is reduced to 0 hit points, it is destroyed. While in the gift, Santa Claus has total cover and cannot be damaged by any creature not inside the gift. While inside the gift, Santa Claus cannot take this Legendary Action again.

Gift of Black Desires (Costs 3 Actions). Santa Claus causes a black gift to appear at an unoccupied space he chooses within 90 ft. The gift occupies a 10 ft. cube, has 50 hit points and an AC of 15. On initiative count 20, or if the gift is reduced to 0 hit points, it is destroyed, releasing a black current of wind. All creatures of Santa Claus's choice within 60 ft. of the gift when it is destroyed must make a DC 28 Wisdom saving throw. A creature that fails the save takes 70 (20d6) psychic and 70 (20d6) necrotic damage and is Incapacitated until the end of their next turn. On a successful save, a creature takes half as much damage.