Medium Celestial, Chaotic Good
Armor Class: 16 (Natural Armor)
Hit Points: 123 (23d8+115)
Speed: 45 ft.
STR 16/+3
DEX 12/+1
CON 21/+5
INT 15/+2
WIS 21/+5
CHA 22/+6
Skills: Perception +15, Insight +15, Animal Handling +15, Stealth +6
Saving Throws: Con +10, Wis +10, Cha +11
Damage Resistances: Radiant, Cold, Fire
Damage Vulnerabilities: Necrotic
Condition Immunities: Charmed, Frightened, Exhaustion
Senses: Darkvision 90 ft., Passive Perception 25
Languages: Common
Challenge: 16
Proficiency Bonus: +5
Claus is a benevolent joyful figure that comes bearing gifts to those who did good, and coal to those that did evil.
If Claus meets the party (or any other humanoid creature) he will ask them about their deeds and merits. The queried creatures then have 3 options.
- Tell the Truth. The creature will try to tell the truth about their endeavours and deeds. Claus will then evaluate whether the creature did good or not (This is up to each DM, as each world and campaign are different. There can be some rolls involved, but one thing is important…alignment does not matter, only deeds themselves) If they come off as good, they receive either a rare magical item of their choice, or a random rarer item (with which they are proficient, or which they can use). If they come off as bad, half of their coins are turned into coal (even those that are not on their person).
- If any important part or detail (such as killing an innocent) is deliberately left out, the queried creature must make a persuasion check contested by Claus’s insight check. If they fail, they are immediately judged as bad, and all of their coins are turned into coal.
- Lie and Deceive. The queried creature can also deliberately lie to try and gain something from this encounter. If so, they make a Deception check contested by Claus’s Insight check. If they succeed, they gain the same reward as if they had told the truth, but if they fail, all forms of wealth that they carry or own (aside from magical items) are turned into coal: Portable property, coins, gems, weapons, any documentation that prove ownership of something, etc… (As via the Ruin card in Deck of Many Things)
- Say Nothing. You may refuse to take part in this charade, and instead say nothing of your deeds and actions. Claus will respect this decision and you neither lose nor gain anything.
If you lose anything due to this encounter, Claus gives you a chance to redeem yourself. He has a quest at the ready that needs to be done, and if you do this quest, your belongings are returned to you. (This quest should be something that helps a lot of people, or at least makes them happy, and usually should not include killing any creatures, unless they are inherently evil)
(Claus is not meant to be a combat encounter, but D&D is D&D, so here are some of his combat capabilities if you want or have to use them at some point. He generally would try to avoid killing and harming the PCs, and would perhaps only incapacitate them or try to leave. Successfully killing Claus should probably leave the PCs with an assortment of magic items Claus had on his person)
- Claus is a 20th-level spellcaster. His spellcasting ability is Widsom (Spell save DC 18, +10 to hit with spell attacks). He has the entire Cleric spell list prepared.
You’ve Been Naughty. Each attack against Claus makes the attacker’s equipment covered in a layer of soot, and their pockets, bags and bandoliers become filled with coal. The soot and coal weigh 20 pounds in total and are accounted into their carrying capacity (encumbrance rules apply), affected creatures and creatures within 5 feet of them can use their action to remove up to 40 pounds of soot from an affected creature.
Rudolph the Getaway Driver (Recharge 5-6).
Claus can use his bonus action to summon a flying sleigh with 80 ft. flying speed as his controlled mount.
(The Sleigh has AC: 14, 40 HP, and a +0 modifier on all ability scores and saving throws. It is also immune to being charmed, frightened, paralyzed, petrified and poisoned. The sleigh cannot act independently and can only be controlled by Claus)
- If the sleigh is destroyed, Santa doesn’t take damage from the ensuing fall
- The ability can start to recharge once the sleigh is destroyed.
Actions.
- Multiattack: Claus makes three attacks with his +3 Sword of Merriment or three Snowball attacks
- +3 Sword of Merriment: Melee Weapon Attack: +11 to hit, Reach 5ft., one target. Hit: 1(1d1) bludgeoning damage.
Creatures hit by this attack must make a DC: 20 Charisma saving throw, becoming charmed, being unable to attack and use any damaging spells, and forced to smile uncontrollably until the end of their next turn on a failure. Hitting with this attack heals Claus for 1d12 + 5 HP
- Ho Ho Ho (Recharge 6): Each creature within 60 feet of Claus must make a DC 20 Wisdom saving throw, being affected by the effects of the Sleep spell on a failure. A glass of milk and a tray of cookies appear within 5 feet of each creature affected by this spell. Claus can use his bonus action to consume these and restore 1 spell slot of 5th level or less and gain 3d10 temporary hit points. Other creatures can destroy these with a successful attack (AC: 10) or by using their bonus action while within 5 feet of the cookies.
- Snowball: Ranged Weapon Attack: +8 to hit, Range 120 ft., one target. Hit: 1(1d1) cold damage. Creatures hit by this attack must make a DC:20 Constitution saving throw, being turned into a snowman and becoming paralyzed on a failure. The effect ends if the affected creature takes any fire damage, or if a creature within 5 feet uses their action to rescue them.
Legendary Actions.
Claus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Claus regains spent legendary actions at the start of its turn.
- Spell Restoration: Claus restores one spell slot of level 5th or lower
- Merriment: Claus makes one +3 Sword of Merriment attack
Time to Ho: Claus rolls to recharge Ho Ho Ho and Rudolph the Getaway Driver