Holiday Camouflage. Christmas Elves have Advantage when attempting to hide within 5 feet of Christmas decorations. They will also have a Stealth Bonus of +4
Nimble Escape. The elf can take the Disengage or Hide action as a bonus action on each of its turns.
Santa's Magic Dust. The Christmas Helpers always have a supply of Santa's Magic Dust on them and can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: cure wounds, disguise self
Jolly. Christmas Elves are so Jolly that they can regenerate limbs from pure joy, they heal 1d4 hitpoints every turn and have a +1 HP bonus.
Masters of Craft. Christmas Elves can take 10 minutes to create small toys or tools. The toys/tools can be used as a skill bonus of 1d4 with any CHA skills. They can also be used as a present or can be turned to coal. Turning toys/tools into coal or a present doesn't take an action or bonus action.
Craft Coal. An elf can use a bonus action to craft 1d4 pieces of coal. This bonus action can only be used if it didn't do a Multiattack
Multiattack. The elf makes three melee attacks: three with its Candy Cane or two with its Candy Cane and one with its bite. Alternatively, the elf makes two ranged attacks with its Sweet Slingshot.
Candy Cane. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 4) piercing damage.
Sack of Sweets. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Sweet Slingshot. Ranged Weapon Attack: +4 to hit, range 40/80 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.
Bite (Recharge 6 rounds). Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 1) piercing damage and 6 (1d6 + 2) poison damage and the target creature must succeed on a DC 12 or be Poisoned until the end of their next turn. The target needs to make a Dexterity save too (DC=11) or the elf will be able to keep biting. The Elf can let go every turn, including the first attack (so no save needed), or can keep biting, until it's thrown off. When thrown off, it'll take 1 dmg. The target can make another save every other turn to throw him off.
When being bitten, the target will take every turn after the attack 1d4 damage. The target will roll for its HP, so when they'll roll a 1d8 to see how much HP left they'll have until the elf falls off. It will not take damage when falling off.
Present Throw. Ranged Weapon Attack: +4 to hit, range 20/40 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. This only works when there are presents or Christmas decoration near, presents work like ammunition, an elf will start with 10 presents.
Coal Throw. Ranged Weapon Attack: +1 to hit, range 20/40 ft., one target. It doesn't do damage but when hit, the target has a disadvantage on all of its rolls his next turn. Elves start with a sack of 40 coal.
Christmas Fever. The Christmas Elves have been whipped into a frenzy by the Ancient Christmas Ghosts and will only return to their senses after falling below 5 HP. After which they can be be convinced that the PCs are not a threat. To do this they must preform a short Christmas rhyme together.
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Previous Versions
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Coming Soon
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