Huge Construct, Neutral Evil
Armor Class 21
Hit Points 275 (35d12 + 65)
Speed 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws INT +5, WIS +7, CHA +8
Skills Athletics +16, Perception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold, Poison, Psychic
Senses Blindsight 30ft, Darkvision 120ft, Truesight 60ft, Passive Perception 12
Languages All
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

Magic Resistance. Bad Santa has advantage on saving throws against spells and other magical effects.

Icy Soul. Whenever Bad Santa is subject to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

Immutable Form. Bad Santa is immune to any spell of effect that would alter its form.

Magic Weapons. Bad Santa's weapon attacks are magical.

Actions

Multiattack. Bad Santa makes two weapon attacks or uses its sack of horrors.

Candy Cane Maul. Melee Weapon Attack. +11 to hit., 10ft reach, one target. Hit: 6d6 +6 bludgeoning damage.

Bauble Gun. Ranged Weapon Attack. +9 to hit., 40/120ft range, one target. Hit: 2d12 +4 piercing damage.

Sack of Horrors. Bad Santa reaches into his sack of horrors pulling out a 'gift' (role 1d6 to determine the effect).

1. Entangle Tinsel. 90ft range, 20ft square. Each creature in this area must make a DC18 Strength saving throw, on a failed save the creature takes 4d8 piercing damage and is restrained or half as much damage and is not restrained on a successful save. A restrained creature takes an additional 4d8 piercing damage at the start of each its turns. (a creature restrained can use its action to repeat the save, on a success it frees itself).

2. Ice Nova. 90ft range, 20ft radius sphere. Each creature in this area must make a DC18 Constitution saving throw, on a failed save the creature takes 6d10 cold damage and its movement speed is reduced by 10ft until the end of its next turn. On a successful save the creature takes half of the cold damage and its movement speed is unaffected.

3. Stay Warm. 150ft range, 20ft radius sphere. Each creature in this area must make a DC18 Dexterity saving throw, on a failed save a creature takes 10d6 fire damage or half as much damage on a successful save.

4. Madness of Xmas. 90ft range, 20ft radius sphere. Each creature in this area must make a DC18 Intelligence saving throw, on a failed save the creature take 8d6 psychic damage and must subtract 1d4 from the next saving throw it makes. On a successful save the creature takes half the damage and does not subtract 1d4.

5. Naughty List. 60ft range, Bad Santa targets one creature it can see. The target must make a DC18 Wisdom saving throw, on a failed save the target takes 5d10 bludgeoning damage as a mass of black coal lumps strike the target. On a successful save the target takes half of the damage dealt. If the save is failed by 5 or more the target is knocked prone.

6. Rudolph's Revenge. 120ft range, 20ft radius sphere. Each creature in this area must make a DC18 Constitution saving throw taking 6d10 force damage on a failed save or half as much damage on a successful one, as creatures are battered by a spectral reindeer. If a creature fails, the save by 5 or more it is levitated vertically 20ft and remains there until the end of its next turn where the effect ends. The creature falls 20ft taking 2d6 bludgeoning damage and is prone.

Legendary Actions

Bad Santa 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. Bad Santa regains all spent legendary actions at the start of its turn.

Santa's Horrid Helpers (2 actions). Bad Santa summons 3 Red Cap helpers to an unoccupied space within 60ft. The Red Cap helpers roll their own initiative and only 3 can be active at a time.

Santa's Jingle (1 action). Bad Santa moves up to its full movement speed to an unoccupied space it can see. This movement does not provoke opportunity attacks.

Merry Xmas (1 action). Bad Santa makes one weapon attack or uses its sack of horrors.

Krellshadowblade

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