Detect Life. Santa can magically sense the presence of living creatures up to 5 miles away. He knows the general direction they're in but not their exact locations.
Brave. Santa has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when Santa hits with it (included in the attack).
Legendary Resistance (3/Day). If Santa fails a saving throw, he can choose to succeed instead.
Magic Weapons. Santa's weapon attacks are magical
Magic Resistance. Santa has advantage on Saving Throws against spells and other magical effects.
Spellcasting. Santa is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to his with spell attacks). Santa has the following wizard spells prepared:
Cantrips (at will): mage hand, frostbite, ray of frost
1st level (4 slots): detect magic, magic missile, shield, feather fall
2nd level (3 slots): enlarge/reduce, arcane lock, misty step
3rd level (3 slots): dispel magic, gaseous form, sleet storm, counterspell
4th level (3 slots): arcane eye, dimension door, fabricate
5th level (3 slots): scrying, modify memory
6th level (1 slot): wall of ice, disintegrate
7th level (1 slot): reverse gravity, sequester
8th level (1 slot): control weather, antimagic field
9th level (1 slot): time stop
Multiattack. Santa makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 35 (3d12 + 16) slashing damage.
Santa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Santa regains spent legendary actions at the start of his turn.
Cantrip. Santa casts a cantrip.
Greataxe (Costs 2 Actions). Santa can move up to double his speed and uses his greataxe on one target.
Summon Reindeer (Costs 2 Actions). Santa summons 2 random reindeer from his fleet. They appear in an unoccupied space that Santa can see within 90 feet of him. Slain reindeer can be resummoned with all of it's hit points as if it never died.
Description
Enter a general description for your monster here.
Lair and Lair Actions
SANTA'S LAIR
Far out past the most treacherous outskirts of the Arctic lies the North Pole in which Santa's heavily fortified village resides. Cloaked by snow, ice, rock, and cliffs, Santa's village is nestled into the side of a mountain. The village is camouflaged in a way that even those who know exactly where it is, find it impossible to spot. Despite being almost impossible to reach by foot, the village is fortified far superior to even the most wealthiest of kingdoms. The Village is occupied entirely by Dwelves, reindeer, Santa and his wife. Within the village contains a town much like any other. It has all the essential businesses, and necessities that one would need to survive and be merry. The biggest structure within the village is Santa's workshop, where all the toys, and gifts are made by hand. One of the most honorable of jobs within the village is to be employed by Santa in his workshop. Dwelves make the perfect asset to Santa's operation as their Elven ancestry allows them to work without sleep, and their Dwarven ancestry gives them the craftsmanship to construct quality products at a rapid rate.
Lair Actions
On initiative count 20 (losing initiative ties), Santa takes a lair action to cause one of the following effects:
- Freezing fog fills a 20-foot-radius sphere centered on a point Santa can see within 120 feet of it. The fog spreads around corners, and it's area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends it's turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Santa uses this lair action again or until Santa dies.
- Santa rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
Regional Effects
The region containing Santa's lair is warped by Santa's magic, which creates one or more of the following effects:
- Large candy canes protrude from the ground in various locations within 6 miles of Santa's lair.
- Flying reindeer can be seen flying in large herds within 3 miles of Santa's lair.
- Tacks made in the snow immediately fade within 6 miles of Santa's lair.
- The air within 3 miles of Santa's lair smells sweet, like candy.
If Santa dies, these effects fade over the course of 1d10 days.
This is epic, but i would've thought that santa would've been chaotic good, not lawful, seeing as he unlawfully enters the homes of every humanoid being in the world in one night.
Lawful in terms of alignment refers to having a personal code (like; bring presents to all the good children in the world) not directly following the law. Sorry if I just missed a joke though.
Minor correction for the creator: the 3rd regional effect says “Tacks”, rather than “Tracks”.
Well, maybe if a blacksmith forges tacks nearby they disappear, that's probably what was meant.
He needs a walking speed.
why does santa have a greataxe
I would have added an action where he pulls some offensive consumable magic item out of his bag and then uses it.
Super awesome though!
True