Blizzard. Any person who tried to move closer Towards the Christmas Dragon we blown back with cold air. They must succeed on a DC 20 strength saving throw Or be unable to move forward and have their speed reduced by half. This effect only lasts for that round. Any creature tried to move away from the Christmas Dragon gets double movement speed.
Spirit of Christmas. Anybody who goes to attack the Christmas Dragon must make a Charisma saving throw DC 21. If they fail they are now under the effects of Christmas spirit and are not able to harm another creature. Creatures that are immune to being Charmed Awesome YouTube disability.
All knowing happiness. The Christmas Dragon knows the wants of any creature at see. It may create an illusion of that item nearby or in front of them to draw them towards it. Optional feature You can also have Have the make a will save To see if they are forced to go to the item. Depending on the Character and what they see Determine the DC from there.
Multiattack. The Christmas Dragon makes 6 attacks, 3 with its claws 2 with its bite in one with Avalanche.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 35 (5d10 + 10) slashing damage.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage.
Candy cane. Ranged Weapon Attack: +10 to hit, range 200/400 ft., one target. Hit: 45 (15d6) piercing damage.
Avalanche. Area effect Attack: DC 19 Dexterity Saving throw, squier 30ft Area of effect, 17 50 (10d10) Bludgeoning damage Half on Success. Plus any Target hit by this and fails the saving throw is considered proud.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 40 (6d10 + 10) bludgeoning damage. Plus they must succeed on a DC 19 Constitution saving throw or only have half their movement.
Ice breath (Recharge 5–6). As an action the Christmas dragons Can exhale a line of cold air. Anyone who falls within that line must make a DC 27 dexterity saving throw. Taking 138 (23d12) Cold damage or half as much on a successful save.
Christmas spirit Breath (Recharge 5–6). As an action the Christmas dragon can exhale A cone of Christmas ornaments. Anyone caught within the cone must make a DC 26 Charisma saving throw. Or peas considered incapacitated The creature May repeat the save at the end of the next turn.
Christmas Packaging (3/day). As a reaction the Christmas dragon Can store a spell that is targeting him in a Christmas Box. The Christmas Dragon must Make A wisdom check that beats the DC of the opposing creature, The Christmas dragon is considered proficient in this. And as another reaction The Christmas Dragon can open the box and Target a different creature with the spell.
Red nose. As a reaction To a creature hitting him The Christmas Dragon releases a Bright red. Anyone within 120 ft of the Christmas dragon Must succeed on a DC23 Constitution saving throw or be considered blinded.
The Christmas dragon Has 3 legendary actions per Round of combat. Kira Gaines all of his legendary At the beginning of its turn
Tail (Costs 1 Actions). The Christmas dragon can make a tail attack
Sledding (Costs 1 Actions). The Christmas dragon Can make a sled suddenly appear underneath The Heat of a single Target it can see within 120 ft of itself. The target to make a DC 19 dexterity saving throw To jump off of the sled. If they fail They're forced to move up to 60 feet in any direction. Is this letter hit anything on the way there The speed is immediately reduced to 0. And the creature takes 15(3D10) bludgeoning damage.
Candy cane Spikes (Costs 2 Actions). The Christmas dragon can summon up to 12 candy cane Spears Undo contact any number of creatures equal to the amount of spirits it has.
Fireplace (Costs 2 Actions). The Christmas dragon is able to summon a campfire right beside Shelf. For every round fireplace is still there The Christmas Dragon heels 50 and has advantage on all Saves against negative effects.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Dec 10, 2025No