Armor Class 20 Christopher's Jacket of Coziness
Hit Points 150 (20d8 + 3)
Speed 30 ft.
STR
16 (+3)
DEX
9 (-1)
CON
16 (+3)
INT
22 (+6)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws INT +13, WIS +11
Skills Animal Handling +10, Arcana +12, Athletics +4, Deception +10, History +12, Insight +10, Investigation +6, Medicine +10, Nature +12, Perception +10, Persuasion +10, Religion +6, Survival +4
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Truesight, Passive Perception 20
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Christopher fails a saving throw, he can choose to succeed instead

Fey Ancestry. Christopher has advantage on saving throws against being charmed, and magic can't put him to sleep.

Spellcasting. Christopher is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attack). Christopher has the following wizard spells prepared:

Cantrips (at will): Frostbite, Ray of Frost, Prestidigitation, Mending, Minor Illusion

1st level (4 slots): Chromatic Orb, Disguise Self, Sleep

2nd level (3 slots): Invisibility, Snilloc's Snowball Storm

3rd level (3 slots): Counterspell, Dispel Magic

4th level (3 slots): Dimension Door, Ice Storm, Confusion

5th level (3 slots): Cone of Cold, Modify Memory, Scrying

6th level (2 slots): Freezing Sphere, Wall of Ice

7th level (2 slots): Magnificent Mansion, Plane Shift

8th level (1 slot): Control Weather, Demiplane

9th level (1 slot): Time Stop, Wish

Spell Mastery. Christopher can cast Sleep and Invisibility at their lowest level without expending a spell slot. By spending 8 hours in study, you he can exchange one or both of the spells he chose for different spells of the same levels.   

Signature Spells. Christopher can cast Counterspell and Dispel Magic at 3rd level once without expending a spell slot, he always has them prepared and they do not count against the number of spells he has prepared. 

 

Actions

Multiattack. Christopher makes three attacks with The Cane of Frosty

The Cane of Frosty. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands, plus 18 (4d8) cold damage.

 

Reactions

War Caster. When a hostile creatures movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. 

Legendary Actions

Christopher 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. Christopher regains spent legendary action at the start of his turn. 

Cantrip (Costs 1 Action). Christopher casts a cantrip. 

Ho Ho Ho (Costs 2 Actions). Christopher bellows a jolly laugh, all hostile creatures within a 30 foot radius must make a DC 18 Charisma save or become charmed until Christopher's next turn.

Naught or Nice (Costs 3 Actions).  Christopher chooses one ally and one enemy within 100 feet of him. The ally hears jingle bells chiming all around them and receive 4d12 healing. The enemy within 100 feet of Christopher hears the terrible knell of their own death bell, must make a DC 18 wisdom save, and suffer the effects of the Toll the Dead spell. 

Description

A nine foot tall humanoid man, dressed in red, and weighing nearly nine hundred pounds. His eyes are dark and shiny, and his ears are slightly pointed. His shoulder length hair is beginning to whiten as well as the beard that spills over his chest and ends below his sternum. He carries a six foot long walking cane that is striped red and white. 

Lair and Lair Actions

A mighty fortress sits somewhere within the Feywild, the region surround a barren arctic tundra that worsens into a murderous blizzard the closer one ventures to the workshop. Snowmen can be seen jauntily rolling threw the blizzard, patrolling Christopher's land and those who are spotted will watch as the snowman suddenly collapses and is whisked away by the howling wind.

Lair Actions

On initiative count 20 (losing initiative ties), Christopher takes a lair action to cause one of the following effects; Christopher can’t use the same effect two rounds in a row:

  • Christopher claps his hands and suddenly a plate cookies and small jar of milk appears before him. The milk and cookies counts as a supreme healing potion (10d4 + 20) which he can chose to consume or save for later. He may also give these items to anyone he wishes. They must be consumed before this lair action can be used again. 
  • All the windows and doors fly open filling Christopher's workshop with the blistering cold of the outside blizzard. Each creature must succeed on a DC 17 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapor are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.   

Regional Effects

The region containing The Legendary Christopher Saint's lair is frozen and harsh, which creates one or more of the following effects:

  • Those who seek Christopher and would be considered "nice" are able to follow a trail of gingerbread people that somehow manages to remain visible even through the blizzard surround his workshop.  
  • Those who seek Christopher and would be considered "naughty" have naught but their wits to find the workshop and even then, good luck to them getting inside. 

If Christopher dies, every plane in the multiverse will grow marginally darker and less joy will be harder to come by.

Monster Tags: NPCfeyArtificer

Habitat: ArcticUrban

DogDamn

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