AC 19 (natural armor)
HP 210 (20d8+120 ; bloodied 105)
Speed 45 ft., climb 45 ft.
Proficiency +7; Maneuver DC 20
Saving Throws Dex +12, Con +13
Skills Animal Handling +15, Acrobatics +12 (1d8), History +12 (1d8), Insight +15 (1d8), Investigation +12 (1d8), Perception +15 (1d8), Sleight of Hand +12, Stealth +12 (1d8), Survival +15
Senses passive Perception 29
Languages Common, Sylvan; all (tongues)
Ageless. Santa does not age, cannot suffer from frailty of old age, die from old age, or be aged magically.
Brilliant. Santa always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.
Compress. Santa can move through a space as narrow as 6 inches wide without squeezing.
Divine Action (recharge 5–6). At the end of the round, Santa can move his Speed and take an additional action.
Epic Concentration. Santa is able to concentrate on up to 2 spells at the same time. If he fails a concentration check while concentrating on more than one spell, he loses both spells.
. Santa’s innate spellcasting ability is Wisdom (spell save DC 23). He can innately cast the following spells, requiring no material components:
Constant: freedom of movement , tongues
At will: bless , conjure animals (reindeer only), cure wounds (as a 4th-level spell), greater invisibility , knock (see Knock Knock), misty step , scrying , sleep (as a 6th level spell; 15d8)
3/day each: hold monster , sleet storm , teleport , time stop
Jolly Bellow. Santa emits an infectious magical laughter filled with mirth. Each time he bellows before finishing a long rest , the laughter is louder and the effect is different, as detailed below. Each creature within 500 feet of Santa and able to hear the bellow must make a saving throw . When a creature has made 3 successful saving throws against it, the creature is immune to Santa’s Jolly Bellow for the next 24 hours.
◆ First Bellow: Each creature that fails a DC 23 Charisma saving throw becomes indifferent about creatures that it is hostile toward. This indifference ends if a creature is attacked or harmed by a spell or if it witnesses any of its friends being harmed. After 1 minute, the creature becomes hostile again, unless the Narrator rules otherwise.
◆ Second Bellow: Each creature that fails a DC 23 Wisdom saving throw falls prone , becoming incapacitated and unable to stand up for 1 minute. At the end of each of its turns, and each time it takes damage, the creature can make another Wisdom saving throw, ending the effect on itself on a success.
◆ Third Bellow: Each creature that fails a DC 23 Intelligence saving throw feels a compulsion to do good deeds and show kindness towards others. At the end of each of its turns, and each time it takes damage, the creature can make another Intelligence saving throw, ending the effect on itself on a success.
Legendary Resistance (3/day). If Santa fails a saving throw , he can choose to succeed instead.
Magic Resistance. Santa has advantage on saving throws made against spells and other magical effects.
Magic Weapons. Santa’s weapon attacks are magical.
Naughty or Nice. At the start of his turn, Santa can use a bonus action to pull out his list of who’s been naughty and who’s been nice. Santa instantly finds the names of any creatures he can see, and the list details exploits of the last year and identities of all creatures within 1 mile.
Santa’s Sack. Santa carries a bag of holding filled with an infinite number of toys and chunks of coal. Retrieving an item from it requires Santa to use a bonus action. When he reaches into the bag of holding for a specific item, the item is always magically on top.
Santa’s Sleigh. Whenever Santa is steering or otherwise in control of a sleigh being drawn by 6 or more reindeer, the creatures and sleigh are treated as if they were a 6 ft. × 20 ft. carpet of flying with a fly speed of 120 feet and capable of holding up to 2,000 pounds.
Tool Mastery. When Santa makes an ability check that uses a tool kit, he gains his proficiency bonus (+7) and a 1d8 expertise die .
Multiattack. Santa attacks four times.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 9 (2d8) radiant damage and the target is grappled (escape DC 21).
Kringle Coal. Ranged Weapon Attack: +12 to hit, range 40/120 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 9 (2d8) cold damage. On a critical hit, the target makes a DC 21 Constitution saving throw or is blinded for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw, ending the effect on itself on a success.
Knock Knock. No door or lock can bar Santa’s way. He can cast knock at will. This trait otherwise works like the spell, but Santa can use a bonus action to cast, and no loud knock emanates from the object.
If any entry in this book needs no introduction, it’s this one. Whether he’s known as Father Christmas, Saint Nicholas, or Kris Kringle, this benevolent grandfatherly figure circumnavigates the entire world every Christmas Eve and gives presents to children who have behaved well throughout the year. He’s assisted in this task by an army of toymaking elves who live in a wondrous workshop at the North Pole, and a retinue of magical reindeer who pull his sleigh through the sky.
Santa’s origins lie in the tales of the 4th-Century Greek bishop, Saint Nicholas, known for his generosity to the poor; and in the time of Henry VIII, the character of Father Christmas exemplified the spirit of good cheer. Santa also has roots in Dutch, Belgian, Swiss, and Germanic folkore. He’s worn green, smoked a pipe, and is known for his “little round belly that shook when he laughed like a bowlful of jelly”.
Whatever the mythical origins of this magical benevolent demigod, he’s now a plump, white-bearded man with a jolly laugh and a list of who’s been naughty, and who’s been nice.