More Holiday Monsters
Deck the halls with Santa’s minions! On Tuesday I showed you my 5e version of Santa. Well now I’d like to introduce you to some of his staff. Why? Because I’m thinking I should put out a mini holiday-themed D&D adventure as a present to all. To do that, I’m going to need some unique creatures.
I know you’re saying, “But James, some of these critters are good aligned… why would my party fight them?” More on that to come in future blog posts, my friends.
I should also mention that this blog post is part of this month’s RPG Blog Carnival, which is being hosted right here on this very blog for all of December. The theme is “Homebrew Holiday Gifts.” I’m asking bloggers everywhere to share their RPG creations for their favorite systems with me. At the end of the month I’ll make a list linking all participating blog posts so everyone can checkout the fine homebrew creations in one place.
Winter Elves
Winter elves, more commonly known as Santa’s elves, are a smaller than their more common cousins and have a strong work ethic and crafty minds. Their festive dress, positive attitudes, and infectious smiles fill everyone around them with cheer.
Jolly Laborers. Winter elves live to make gifts that cheer up others. Their generous spirit keeps them singing joyous songs and laboring throughout the day knowing their work will reward the kind of heart. They are loyal to Santa above all.
Guardians in Outrageous Outfits. The dress of the Winter elves are patterned stockings, colorful tunics, pointed hats, and curly toed shoes. While their size and outfits may make them seem silly, make no mistake. These elves have fast hands and powerful magic that can lay enemies flat in moments.
Winter Elf
Small humanoid (elf), lawful good
Armor Class 14
Hit Points 81 (18d6 + 18)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 19 (+4) | 12 (+1) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws Dex +7, Wis +6
Damage Resistances cold
Condition Immunities exhaustion
Skills Perception +6, Performance +7
Senses darkvision 60 ft., passive perception 16
Languages Common, Elvish
Challenge 7 (2,900 XP)
Ice Weapons. The elf’s weapon attacks deal an extra 1d8 cold damage (already factored into its attacks) and count as magical.
Fey Ancestry. Magic cannot put the elf to sleep.
Magic Resistance. The elf has advantage on saving throws against spells and other magical effects.
Master Artisan. The elf is proficient with all artisan’s tools. Its proficiency bonus is +3.
Nimble Movement. The elf can take the Dash or Disengage action as a bonus action on each of its turns.
Spellcasting. The elf’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.
At will: invisibility, mage hand, mending, misty step
3/day: charm person, hold person, sanctuary, sleet storm
1/day: cone of cold, polymorph
Actions
Multiattack. The elf makes two attacks.
Light Hammer. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and 4 (1d8) cold damage.
Hot Cocoa Flask. Every elf carries an enchanted flask of hot cocoa which stays piping hot. As an action the elf commands this flask to shoot a line of cocoa 60 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw. A creature takes 21 (8d6) fire damage on a failed save, or half as much damage on a successful one. The elf cannot use this ability from the same flask again until it completes a long rest.
Animated Toys
Santa has created guardian constructs out of his most requested gifts to defend his home. These toys appear to be the real thing but super-sized so they look like the toys of a giant rather than a humanoid.
Surprising Protectors. Santa’s animated toys serve as decoration most of the time. They are well-crafted, gorgeous pieces of art. It is only when they descend upon an intruder or join Santa in one of his battles outside the North Pole that their true strength is realized. Intruders and evil-doers often don’t learn this lesson until the toys are upon them, tearing limb from limb.
Giant Doll
Medium construct, unaligned
Armor Class 14 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 10 (+0) | 18 (+4) | 7 (-2) | 8 (-1) | 3 (-4) |
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive perception 9
Languages understands all languages, but can’t speak
Challenge 7 (2,900 XP)
Critical Hit Immunity. Critical hits become normal hits against the doll.
Magic Weapons. The doll’s weapon attacks count as magical.
Actions
Multiattack. The doll makes two attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Wanting Wail. The doll screams. Each hostile creature within 30 who can hear the doll must make a DC 15 Wisdom saving throw. Creatures who fail take 18 (4d8) psychic damage and move their speed toward the doll, incurring opportunity attacks as normal. Creatures who fail take half damage.
Giant Teddy Bear
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+6) | 10 (+0) | 20 (+5) | 7 (-2) | 10 (+0) | 3 (-4) |
Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive perception 10
Languages understands all languages, but can’t speak
Challenge 10 (5,900 XP)
Critical Hit Immunity. Critical hits become normal hits against the bear.
Magic Weapons. The bear’s weapon attacks count as magical.
Actions
Multiattack. The bear makes one bite and one slam attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 6) piercing damage.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the bear cannot slam another target.
Bear Hug. The bear attempts to crush a creature it is grappling against its body. The creature must make a DC 18 Strength saving throw. On a failed save the creature takes 33 (6d10) bludgeoning damage and the bear makes a bite attack against the target.
Giant Toy Soldier
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 20 (+5) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) |
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive perception 10
Languages understands all languages, but can’t speak
Challenge 8 (3,900 XP)
Magic Weapons. The toy soldier’s weapon attacks count as magical.
Overwind. At the start of each of the toy soldier’s turns roll a d20. On a 20, the soldier gets two actions this turn. On a 1, the soldier is incapacitated until the start of its next turn.
Quick Reload. The toy soldier ignores the reload property of any weapon with which it is proficient.
Actions
Multiattack. The toy soldier makes three attacks.
Musket. Ranged Weapon Attack: +8 to hit, range 40/120 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Hot Chocolate Elementals
The Elemental Plane of Sweets is home to more than the giant ice cream bunny. Amongst the tropical marshmallow isles, hot chocolate elementals swim through sugary seas. Santa has summoned and bound some of these beings to his service. They guard his workshop with a cocoa-soaked fury.
Hot Chocolate Elemental
Large elemental, neutral
Armor Class 15
Hit Points 90 (12d10 + 24)
Speed 40 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 8 (-1) |
Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive perception 10
Languages Cocoan
Challenge 5 (1,800 XP)
Hot Cocoa Form. The elemental can squeeze through a space as narrow as 1 inch without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage.
Actions
Multiattack. The elemental makes two attacks.
Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) fire damage.
Hurl Marshmallow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (1d8 + 5) fire damage and if the target is Large or smaller, it is restrained as the marshmallow envelops its body. A creature restrained this way can use its action to make a DC 13 Strength check to free itself from the marshmallow and become unstrained. Dealing 10 damage to the marshmallow (AC 10) destroys it and frees the creature.
Mrs. Claus
No Team Santa would be complete without his Big Red Oneness’ lovely wife. Mrs. Claus is a celestial, just like her jolly husband. She too defends the good people and supports her husband’s labors. Theirs is a true partnership, with each member of the couple respecting and cherishing the other.
Mrs. Claus
Medium celestial, neutral good
Armor Class 20 (natural armor)
Hit Points 180 (24d8 + 72)
Speed 30 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 14 (+2) | 16 (+3) | 18 (+4) | 20 (+5) | 22 (+6) |
Saving Throws Dex +8, Con +9, Wis +11
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Damage Immunities cold
Condition Immunities exhaustion, petrified
Skills Perception +11, Persuasion +12
Senses blindsight 60 ft., darkvision 120 ft., passive perception 21
Languages all
Challenge 17 (18,000 XP)
Discorporation. When Mrs. Claus drops to 0 hit points or dies, her body is destroyed, but her essence travels back to Santa’s domain in the North Pole, and she is unable to take physical form for a time.
Magic Resistance. Mrs. Claus has advantage on saving throws against spells and other magical effects.
Spellcasting. Mrs. Claus’ spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components.
At will: bless, invisibility, magic circle, magic missile, sanctuary
3/day: cone of cold, dispel magic, heal, hold monster, polymorph, sleet storm
1/day: teleport, true polymorph
Actions
Multiattack. Mrs. Claus makes two attacks.
Radiant Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) radiant damage and the target must succeed on a DC 20 Constitution saving throw or become blinded until the end of Mrs. Claus’ next turn.
Chill Beam. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 27 (6d8) cold damage and the creature must make a DC 20 Constitution saving throw. A creature who fails this saving throw can take only a move or an action on its next turn, but not both.
Reactions
Stern Look. Mrs. Claus causes an attack that would hit her to miss.
Would you like these baddies in a PDF along with all the other fifth edition D&D creatures I’ve designed? Grab them below.
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December 10, 2015 @ 9:43 am
When I saw the animated toys, I suddenly really wanted to start converting holiday characters from TV specials… the Burger Meister Meister as a Mastermind Rogue, the Bumble as some kind of super Yeti, Linus as a College of Lore Bard, Charlie Brown as a Beastmaster Ranger, Mr. Hankey the Christmas Poo as an… elemental (see also Dogma), etc. etc.
December 10, 2015 @ 10:06 am
https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwj3tIbdyNHJAhUKNT4KHcgICroQjRwIBw&url=https%3A%2F%2Fwww.pinterest.com%2Fpin%2F439663982348118919%2F&psig=AFQjCNFSD_awWNZBYsxMgzXO-a8GlIx6WQ&ust=1449846346484088
December 10, 2015 @ 12:41 pm
It’s like an adventure module by Rankin Bass.
December 11, 2015 @ 7:17 am
That is the idea!!!! Thanks for the compliment. Means I’m getting the tone right.
December 11, 2015 @ 5:31 am
I would totally play a winter elf character! (And not just because I love bardic types – but yes that too) Also, I have to say that after reading the giant teddy bear description, I was reminded of the cloth golems from the Erfworld webcomic – cute and cuddly-looking, but potentially deadly weapons. Nice work again, James. This definitely made me laugh, and play the winter-special (or summer-special for us down here) D&D session of someone’s holiday campaign.
December 11, 2015 @ 7:16 am
Thanks so much, Ix!! That Erfworld comparison is a huge compliment! What are you and your group playing right now?
December 11, 2015 @ 5:05 pm
We’re not. Mostly because we need players. Some previous dropped out because of real life stuff, and we haven’t been successful to acquire more thus far… 🙁 Hopefully we can find some though. I guess part of me is optimistic – the same part that did up a character sheet ready to play.
December 12, 2015 @ 10:02 am
Hmmm. You could try meetup.com or the roll20 boards? Dang! That is always a sad thing!
Christmas Themed Adventures – 2015 Update | Tribality
December 16, 2015 @ 10:53 pm
[…] More Christmas Monsters – World Builder Blog […]
December 16, 2015 @ 10:54 pm
Nice. I just added this to:
http://tribality.com/2015/12/08/christmas-themed-adventures-2015-update/
December 17, 2015 @ 11:38 am
Hey thanks! I’m putting all of these into an adventure as well. I will let you know. This list is amazing!
December 16, 2017 @ 10:20 am
What about the Krampus?
Christmas Themed Adventures - Tribality
December 14, 2018 @ 10:43 am
[…] More Christmas Monsters – World Builder Blog […]