Okay, this is my take on a Santa Claus-esque D&D character. What I've tried to do with these Christmas-related monsters/characters is to make them more serious. In other words, perhaps these beings were the source of the Santa Clause and related mythologies. Anyway, Santa Clause was a lot more complicated that I intended - its taken me two days to write this:
The Sorcerer Saint
Medium Humanoid (Half-elf, Shapechanger), 20th level sorcerer
Hit Dice: 20d4+60 plus 8d8+32 (208 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: (+10/+5)/+13
Attack: Greataxe +13 melee (1d12+3/x3) or throwing axe +13 ranged (1d6+3)
Full Attack: Greataxe +13 melee (1d12+3/x3) or throwing axe +13 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, bear empathy, damage reduction 5/silver, elven traits, low-light vision, polar elven traits, scent, spell use, summon familiar
Saves: Fort +6, Ref +6, Will +12
Abilities: Str 17, Dex 17, Con 16, Int 18, Wis 21, Cha 23
Skills: Bluff 23, Concentration 16, Control Shape 23, Diplomacy 4, Gather Information 2, Intimidate 2, Knowledge (arcana) 23, Listen 24, Search 21, Spellcraft 25, Spot 24, Swim 24
Feats: Brew Potion, Endurance, Improved Familiar, Eschew Materials, Iron Will, Leadership, Run, Craft Magic Arms & Armor, Craft Wondrous Item, Craft Construct, Maximize Spell
Environment: Arctic region
Organization: Unique
Challenge Rating: 20
Treasure: Standard
Alignment: Lawful good
Werebear, Polar Bear Form
Large Humanoid (Half-elf, Shapechanger)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, curse of lycanthropy
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 18, Wis 21, Cha 23
Alignment: Lawful good
Werebear, Hybdrid Form
Large Humanoid (Half-elf, Shapechanger)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Greataxe +13 melee (1d12+3/x3) or claw +13 melee (1d8+8)
Full Attack: Claw +13 melee (1d8+8) and bite +8 melee (2d6+4), or 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 17, Dex 17, Con 16, Int 18, Wis 21, Cha 23
Alignment: Lawful good
The Sorcerer Saint is a powerful spellcaster that lives in a castle made of ice, hidden in the mysterious fog of an arctic mountain range. The frigid castle is said to be guarded by armored polar bears, giant white owls, and a contingent of polar elves.
The Sorcerer Saint is a the self-appointed protector of an elvish metropolis resting between the crags of a cloud-piercing mountaintop. The exact location of this fabled city is unknown, but it is said it glows brightly at night, lighting up the arctic sky with a rainbow of colors that rivals the aurora borealis.
Magic Items: +5 merciful greataxe, slippers of spider climbing, robe of useful items, clear spindle ioun stone, lantern of revealing, gloves of storing, crystal ball with detect thoughts, bracelet of friends, boots of the winterlands, bag of holding type IV, monk's belt, amulet of proof against detection and location, staff of life, wand of plane shift, rod of enemy detection, ring of zone of truth.
Helm of Golem Awakening: The Sorcerer Saint uses a
helm of golem awakening on one of his snow golems, "Frozzt", in order to give it a rudimentary intelligence. This headware bestows temporary 4d4 Intelligence and 4d4 Wisdom points to any golem that wears it. If the helm is removed, the effect discontinues until it is restored. Memory is retained between removals.
Moderate transmutation; CL 9th; Craft Wondrous Item, awaken; Price 90,000 gp. Weight 3 lbs.
COMBAT The Sorcerer Saint uses his spells for avoidance or subdual of opponents when possible. However, if force should be necessary, he first reverts to his polar bear hybrid form and attacks with his
+5 merciful greataxe, or to his full polar bear form and attacks with claws and bite. Failing this, he uses his cold-based spells, such as
polar ray, cone of cold, ice storm, and similar spells.
Alternate Form (Su): A polar werebear can assume the form of a polar bear or a polar bear-humanoid hybrid.
Bear Empathy (Ex): Communicate with bears and dire bears of any kind, and +4 racial bonus on Charisma-based checks against bears and dire bears.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a polar werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Cohort: "Rudo", mountain reindeer, HD 8d10+24 (68 hp), AC 14, AL NG, Int 8, CR 4. Possessions:
gem of brightness (sewn into bridle),
horseshoes of speed.
Familiar: "Argus", wolverine, HD 20 (104 hp), AC 24 (+2 Dex, +2 natural, +10 familiar bonus), SA rage, CR 2. Master gains +3 to Swim checks; Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; spell resistance 25; scry on familiar.
KNOWN SPELLSCantrips: Read Magic, Dancing Lights, Detect Poison, Flare, Ray of Frost, Mending, Message, Open/Close, Prestidigitation
1st: Hold Portal, Comprehend Languages, Mount, Disguise Self, Ventriloquism
2nd: Continual Flame, Locate Object, Rope Trick, Knock, Whispering Wind
3rd: Shrink Item, Sleet Storm, Clairaudience/Clairvoyance, Deep Slumber
4th: Ice Storm, Greater Invisibility, Locate Creature, Mass Reduce Person
5th: Major Creation, Cone of Cold, Fabricate, Overland Flight
6th: Greater Dispel Magic, Legend Lore, True Seeing
7th: Limited Wish, Greater Scrying, Greater Teleport
8th: Polymorph Any Object, Polar Ray, Mass Charm Monster
9th: Mass Hold Monster, Time Stop, Wish
If you find any statistical errors or contradictions, let me know.
~Randy Richards