Squaring the Circle

Squaring the Circle

Sunday, December 25, 2016

DM Entry: Santa the Gift Giver (unofficially updated to 3.5)

Yes there is an officially published Santa Claus for D&D 3.0. It was published on wizards.com back in 2001. So here is my unofficial update to 3.5 of Santa the Gift Giver. The stats posted here have been added to Tome of Monsters III.pdf and uploaded to the google drive.

Santa the Gift Giver

CR 20
Male human druid 13, cleric 5, rogue 2
wizards.com 3.0; updated to 3.5 here
NG Medium Humanoid (human)
Init +1; Senses Normal human senses; Listen +7, Spot +7
Aura good (see detect evil)
Languages All languages (see cap of all-speaking)
AC 24, touch 11, flat-footed 23
     (Dex +1, Armor +8, Natural +5)
hp 156 (20 HD)
Immune poison
Resist cold 5, fire 5; +4 on saves vs fey spell-like abilities
Fort +19, Ref +13, Will +25; evasion
Speed 30 ft; trackless step, woodland stride
Melee Santa’s staff of animals +14/+9/+4 (1d6+1/ 20 x2)
Space 5 ft; Reach 5 ft
Base Attack +13; Grapple +14
Attack Options Sneak attack +1d6, turn undead 6/day (turn check 1d20+3, turn damage 2d6+8)
Special Actions A thousand faces, trapfinding, wild empathy, wild shape 4/day
Cleric Spells Prepared (caster level 5/6/5/4, Domains (Good and Knowledge), spell penetration +5, spontaneously cast cure spells)
     3rd level—clairaudience/ clairvoyance D, magic vestment, remove curse, water walk
     2nd level—calm emotions, detect thoughts D, make whole, resist energy, shield other
     1st level—command, comprehend languages, detect evil, protection from evil D, remove fear, sanctuary
     0th level—create water, detect magic, guidance, resistance, virtue
Druid Spells Prepared (caster level 13, spell penetration +13, spontaneously cast summon nature’s ally spells)
     7th level—heal, true seeing
     6th level—find the path, mass cure light wounds, transport via plants
     5th level—awaken, control winds, tree stride (x2)
     4th level—cure serious wounds, dispel magic, freedom of movement (x2), sleet storm
     3rd level—cure moderate wounds, dominate animal, neutralize poison, protection from energy, remove disease, quench
     2nd level—barkskin, charm person or animal, hold animal (x2), lesser restoration, speak with animals, wood shape
     1st level—animal friendship, calm animals, detect animals or plants, invisibility to animals, obscuring mist (x2), pass without trace
     0th level—create water, detect poison, know direction, light, mending, purify food and drink
Abilities Str 12, Dex 12, Con 12, Int 13, Wis 24, Cha 16
Special Qualities Animal companion, nature’s sense
Feats Combat Expertise, Craft Staff, Craft Wondrous Item, Great Fortitude, Improved Disarm, Iron Will, Leadership, Magical Artisan (Craft Wondrous Item)
Skills Concentration +13, Craft (toy making) +11, Diplomacy +8, Escape Artist +6, Gather Information +8, Handle Animal +13, Heal +22, Knowledge (geography) +17, Knowledge (nature) +8, Move Silently +24, Open Lock +24, Profession (teamster) +12, Profession (toy maker) +12, Ride +3, Survival +17
Possessions Bag of tricks (tan), belt of control weather (3/day), boots of spider climbing (as the slippers), bracers of armor +8, cap of all-speaking (understand and speak all languages), cloak of resistance +4, flying sleigh (as 5 ft by 10 ft carpet of flying, needs reindeer for steering), Keoghtom’s ointment (x3), Santa’s staff of animals (see below), periapt of wisdom +6, ring of natural armor +5, sack of holding (as bag of holding type 4) (holds about 9,000 gp worth of toys and minor protective, healing, or nonviolent magic items), vest of weather resistance (provides cold and fire resistance 5).
Santa’s Staff of Animals This finely crafted wooden staff is adorned with gold, detailed emerald enamelwork, and bells; it’s crowned with a carving of a reindeer. It allows the use of the following spells: animal trance (1 charge), calm animals (1 charge), charm person or animal (1 charge), dominate animal (1 charge), hide from animals (1 charge), speak with animals (1 charge); Caster Level: 6th; Prerequisites: Craft Staff, animal trance, calm animals, charm person or animal, dominate animal, hide from animals, speak with animals; Market Price: 28,125 gp.
A Thousand Faces (Su) Santa Claus has the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects Santa’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of Santa’s appearance, within the limits described for the spell.
Animal Companion (Ex) All of Santa Claus’s reindeer animal companions have been awakened with the awaken spell and no longer count as animal companions (they are now magical beasts instead of animals). He may acquire other animal companions if he feels the need.
Evasion (Ex) Santa Claus can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Santa is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Nature Sense (Ex) Santa Claus gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature’s Lure (Ex) Santa Claus gains a +4 bonus on saving throws against the spell-like abilities of fey.
Sneak Attack If Santa Claus can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Santa’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Santa flanks his target. Should Santa score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, Santa can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. Santa can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Santa must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Santa cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trackless Step (Ex) Santa Claus leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Trapfinding Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Turn Undead (Su) Santa Claus has the power to affect undead creatures by channeling the power of his faith through his holy symbol. Santa can turn or destroy undead creatures. He may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Venom Immunity (Ex) Santa Claus is immune to all poisons.
Wild Empathy (Ex) Santa Claus can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. He rolls 1d20 and adds his druid level (+13) and his Charisma modifier (+3) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Santa Claus and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Santa Claus can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Wild Shape (Su) Santa Claus has the ability to turn himself into any Tiny, Small, Medium, or Large animal or plant and back again 4 times per day. His options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level (13 hours), or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time he uses wild shape, he regains hit points as if he had rested for a night. Any gear worn or carried melds into the new form and becomes nonfunctional. When he reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at his feet. The form chosen must be that of an animal Santa Claus is familiar with. He loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) The new form’s Hit Dice can’t exceed Santa’s druid level. (Santa can’t use this ability to take the form of a plant that isn’t a creature.)
Woodland Stride (Ex) Santa Claus may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Strategy and Tactics Santa Claus dislikes violence and prefers to deal with opponents using words rather than direct action. He casts spells that soothe emotions, charm enemies, negate hostile magic, and remove people from harm’s way rather than trying to harm his adversaries. He would much rather divert or distract an opponent, remove himself, his allies, and any innocents from the area, then send a more martial person to deal with the situation.
Society Santa Claus is generous, kind, friendly, and jolly. He loves a good conversation, good meals, and working with his hands. He is particularly protective of children, and threatening a child is one of the few things that can rouse his ire. He is patient with fools and the misguided, but deals harshly with bad-tempered or violent folk. He gives small gifts to any children or innocent folk he encounters, and has been known to help out good-minded people in need with small magic items that can heal, protect, or aid without causing harm to others. He often uses animal friendship to befriend local animals, then dismisses the bond when he has to leave. He even uses awaken on pets of vulnerable children, entrusting them to secretly watch over their two-legged friends.

Awakened Reindeer

CR 4
Awakened reindeer; use pony stats for reindeer; Ranger 2
Usually Neutral Medium Magical Beast
Init +1; Senses Low-light vision, scent; Listen +9, Spot +9
Languages Sylvan
AC 16, touch 11, flat-footed 15
     (Dex +1, Natural +5)
hp 62 (6 HD)
Fort +8, Ref +8, Will +1
Speed 40 ft; Run
Melee 2 hooves +1 (1d3); reindeer hooves are always considered secondary natural weapons
Space 5 ft; Reach 5 ft
Base Attack +6; Grapple +6
Attack Options Favored enemy (magical beast) +2
Abilities Str 14, Dex 13, Con 12, Int 10, Wis 11, Cha 5
Special Qualities Awakened
Feats Endurance, Improved Toughness, Run, Track B
Skills Balance +9, Jump +10, Knowledge (nature +2), Listen +9, Spot +9, Survival +9, Tumble +3
Possessions Reindeer in a sleigh team wear a harness of natural armor +5 which overlaps (does not stack) with the creature’s +2 natural armor
Favored Enemy (Ex) Each of Santa’s reindeer gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Magical Beasts. Likewise, they get a +2 bonus on weapon damage rolls against such creatures.
Wild Empathy (Ex) Any of Santa’s reindeer can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The reindeer rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the reindeer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The reindeer can also use this ability to influence a Magical Beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Alignment Usually Neutral
Society Santa is quite prolific in awakening reindeer. So far, he has awakened the following 69 reindeer:

Sleigh Team Alpha—Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Dunder, and Blixem.
Sleigh Team Beta (Backup)—Steven, Fluffy, Horace, Chantel, Skippy, Rainbow, Patches, and Montel
Sleigh Team Gamma (used only for especially arduous journeys or heavy hauls)—Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Dunder, Blixem, Bruce, Marvin, Leon, Cletus, George, Bill, Slick, Do-right, Fred, Ace, Clyde, Blackie, Queenie, Prince, Spot, and Rover
Sleigh Team Delta (Retired, used briefly after the creation of sleigh team alpha)—Flossie, Glossie, Racer, Pacer, Fearless, Peerless, Ready, Steady, Feckless, and Speckless

The follow are not on a sleigh team for one reason or another, but are part of Santa’s awakened 69 reindeer:
Arrow—Rudolph’s cousin, and son of Cupid
Blizzard—daughter of Blixem and Delphi
Chet—recently awakened
Clarice—one of Rudolph’s girlfriends
Delphi—mother of Blizzard, mate of Blixem
Fireball—a son of Blixem
Frost—husband of Vixen, father of Holly
Jingle—delivers toys
Jonni—stepbrother of Niko
Lenni—husband of Oona
Leroy—untamed
Lightning—recently awakened
Holly—daughter of Frost and Vixen
Max—an awakened dog that thinks it’s an awakened reindeer
Mitzi—Rudolph’s mother; Blixem had an affair with Mitzi at the same time Dunder was dating Mitzi, thus Mitzi doesn’t know if Rudolph is the son of Blixem or Dunder
Niko—untamed, a son of Prancer and Oona, stepbrother of Jonni
Olive—an awakened dog who wishes he was an awakened reindeer
Oona—ex-wife of Prancer, mother of Niko
Ralph—Rudolph’s brother who also has a birth defect, an infrared glowing nose
Robbie—a son of Rudolph, has a nose with supernatural powers of jumping higher and flying faster than other awakened reindeer
Rudolph—has been exiled for two reasons: First, he has an embarrassing birth defect—a glowing red nose; second, his mother doesn’t know if Dunder or Blixem is his father.
Rusty—a younger brother of Rudolph, unable to fly Santa’s sleigh
Scratcher—a reindeer that ended up becoming evil
Shadrach—a beautiful black reindeer
Thrasher—a permanently enlarged awakened reindeer, Dasher’s second cousin
Tundra—anxiously desires to be on a sleigh team
Zoey—one of Rudolph’s girlfriends

No comments: