Medium Humanoid (Dwarf), Neutral Good
Armor Class 22 Red Suit
Hit Points 150 (20d6 + 80)
Speed 25 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
24 (+7)
WIS
19 (+4)
CHA
15 (+2)
Saving Throws CON +10, INT +13, WIS +10
Skills Animal Handling +10, Arcana +13, History +13, Insight +10, Perception +10, Persuasion +8, Religion +13
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 20
Languages Celestial, Common, Dwarvish, Elvish, Giant, Gnomish, Halfling, Primordial
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Armor Training. Santa Claus has proficiency with light, medium and heavy armor.

Toymaker's Proficiencies. Santa Claus is proficient with Alchemist's Tools, Artisan's Tools, Brewing Tools, Thieves'' Tools, Mason's Tools and Smith's Tools.

Stonecunning. Whenever Santa Claus makes and Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.

Ancient Tinkerer. Santa Clause, Master Toymaker can make a special trinket by spending 1 hour and 100 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device continues to function normally for nearly 100 years or if he takes and action to dismantle it; as that time, he can reclaim the materials used to create it.
   He can create one of the following devices:
   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of his turns in a random direction. It makes noises as appropriate to the creature it represents.
   Fire Starter. This device produces a miniature flame, which can be used to light a candle, torch, or campfire. Using this device requires an 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 is closed.
   Dispenser. This device stores four vials worth of liquids, from potions to drinks. It requires an action to select the vial and drink from it.
   Spinner Orb. A spinning mechanism that has a mesmerizing or alluring image facing on direction. It requires an action to set it.
   Handy Tool. A small device with a small knife, small scissor, nail filer, a mini-wrench, a corkscrew, and a toothpick.

Arcane Recovery. Once per day when Santa Claus finishes a short rest, he recovers a combined 10 spell levels worth of slots.

Channel Divinity: Artisan's Blessing. Starting at the beginning of a short rest, Santa Claus can conduct a ritual that grants him the ability to craft a finished item that is at least part metal. The item is completed at the end if the rest. The object can be worth no more than 100 gp, and as a part of this ritual he must expend metals, such as coins or other finished items with a value equal to the item made. This item can be an exact duplicate of a nonmagical item.

Blessing Of The Forge. Santa Claus can imbue magic into a weapon or armor. At the end of a long rest, he can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of his next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. Once this feature is used, Santa Claus cannot use it again until after finishing a long rest.

Soul Of The Forge. Santa Claus' mastery of the forge grants him a number of special abilities: • +1 bonus while wearing medium or heavy armor. • Resistance to fire damage. • Whenever he hits a construct with an attack, he deals an additional 20 force damage.

Saint Of Forge And Fire. Santa Claus has immunity to fire damage and, while wearing heavy armor, has resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.

Smart Mind. Santa Claus has sharp wits and precision for details. He always knows which way is north, He always knows the number of hours left before the next sunrise or sunset. He can accurately recall anything he has seen or heard within the past month. He can create written ciphers which others cannot decipher unless he teaches them or uses magic. If he can see a creature's mouth while it's speaking a language he can understand, he can interpret what is said by reading lips.

Spell Mastery. Santa Claus can cast Identify and Knock at their lowest level without spending a spell slot when they are prepared. Casting either spell at a higher level must expend a spell slot as normal. By spending 8 hours in study, Santa Claus can exchange one or both of the spells chosen for different spells of the same levels.

Signature Spells. Santa Claus has Gaseous Form and Clairvoyance as signature spells. These spells are always prepared, and each of them can be cast once at 3rd level without expending spell slots. Whenever done so, this feature cannot be used again until after finishing a short or long rest. If either spell is cast at a higher level, Santa Claus must expend a spell slot as normal.

Legendary Resistance (3/day). If Santa Claus, Master Toymaker fails a saving throw, he can choose to succeed instead.

Special Equipment. Santa Claus, Mater Toymaker is armed with several powerful items crafted himself, which include Santa's Sleigh, Santa's Chest, Winder Orn, Red Suit, Red Helm, and a Ring of Wizardry.

Spellcasting. Santa Claus, Master Toymaker is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Santa Claus, Master Toymaker has following wizard spells prepared:
   Cantrips (at will): booming blade (SCAG), create bonfire (EE), friends, green-flame blade (SCAG), prestidigitation
   1st level (5 slots, 6 with Ring of Wizardry): alarm, charm person, identify, searing smite, shield
   2nd level (4 slots, 5 with Ring of Wizardry): detect thoughts, heat metal, invisibility, knock, snilloc's snowball swarm
   3rd level (4 slots, 5 with Ring of Wizardry): clairvoyance, elemental weapon, gaseous form, lightning bolt, melf's minute meteors
   4th level (4 slots, 5 with Ring of Wizardry): dimension door, fabricate, hallucinatory terrain
   5th level (3 slots): animate objects, creation, legend lore
   6th level (2 slots): drawmji's instant summons, globe of invulnerability
   7th level (2 slots): mordenkainen's sword, prismatic spray
   8th level (1 slot): control weather, maze
   9th level (1 slot): time stop, wish

Actions

Toymaker's Hammer. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 11 (1d8 + 7) bludgeoning damage. On hit, deals 2d6 fire damage. If wielded two-handed, damage becomes 12 (1d10 + 7) bludgeoning instead.

Toymaker's Army (Recharge 5 or 6). As an action, Santa Claus, Master Toymaker can summon 2d6 + 4 Tiny clockwork toy warriors. The summoned toys appear in an unoccupied space within 30 feet of Santa. The toy warriors are treated as Tiny sized creatures under the Animate Objects spell.

Summon Reindeer & Sleigh. As an action, Santa Claus can blow on a magic whistle that allows him to summon eight magical clockwork reindeer companions and his infamous magical sleigh. The reindeer and sleigh appear in an unoccupied space that Santa can see within 30 feet.

Legendary Actions

Santa Claus, Master Toymaker 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. Santa Claus, Master Toymaker regain spent Legendary actions at the start of its turn.

Snowy Step. Santa Claus can move up to 30 feet to an unoccupied space that he can see.
Belly Rub. Santa Claus ccan rub his belly and impart powerful magic that protects him from harmful effects, granting himself advantage on saving throws against spells and resistance to spells until the start of his next turn.
Hammer Strike. Santa Claus makes a melee weapon attack with his Toymaker's Hammer.
Holiday Slam (2 Actions). Santa Claus strikes the ground with his Toymaker's Hammer, sending a wave of fire and thunder outward. All creatures within a 15-foot radius take 9 (3d6) fire damage and 3 (3d6) thunder damage unless they succeed a Dexterity saving throw (DC 18) and take half damage.

Description

Santa Claus. Master Toymaker is an ancient and powerful being from a plane of existence far beyond our own.

This was translated to D&D Beyond by me (starwolffan) but this creature was originally created by Deathbymage and the artwork was made by thedurrrrian. Please show the original creators some love!

Starwolffan

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