Wednesday, November 26, 2025

The December Entity - Santa Claus For Amazing Adventure rpg, Castles & Crusades & The Victorious rpg

 Santa Claus in Amazing Adventures, we'll treat him as an Epic Arcanist with elements of the Gadgeteer and Thief classes, reflecting his magical abilities, his workshop, and his incredible ability to navigate the world unseen.



Since Santa Claus is an essentially god-like entity in myth, we'll give him Epic Level stats, making him a major, non-player character designed to be a force of nature—or a powerful ally—rather than a typical combat encounter.


 Santa Claus (Kringle)

Basic Information

DetailDescription
RaceHuman (Endowed/Immortal)
ClassArcanist (Master)/Gadgeteer/Thief
Level20 (Epic NPC)
AlignmentLawful Good (LG)
Hit Points (HP)225
Armor Class (AC)20 (Magical Deflection/Speed)
Base Attack Bonus (BAB)+15

Ability Scores

Santa is a being of immense wisdom, supernatural charisma, and surprising physical dexterity, considering his build.

AbilityScoreModifierNotes
Strength (STR)20+5Lifting the impossible Sack of Holding.
Dexterity (DEX)22+6Climbing, moving silently, and incredible sleigh maneuvers.
Constitution (CON)24+7Immune to cold, tireless, able to eat millions of cookies.
Intelligence (INT)20+5Master of logistics, engineering, and global knowledge.
Wisdom (WIS)26+8Innate knowledge of all children, moral judgment.
Charisma (CHA)28+9Ultimate holiday cheer, compels belief and joy.

Epic Powers & Abilities

Santa possesses numerous legendary and magical abilities.

Arcane & Divine Powers (Wisdom-Based)

  • The Naughty/Nice List (Innate Divination): Santa can instantly discern a creature's alignment and deepest desires/intentions (as the Detect Thoughts spell and Discern Location at-will, with a range of one planet). This is a free action at the start of any encounter.

  • Ho-Ho-Ho! (Supernatural Ability): Once per day, Santa can unleash a booming, infectious laughter. All creatures within 100 ft. must make a DC 25 Will Save or be instantly filled with uncontrollable joy and peace for $1d4$ rounds (incapable of violent action).

  • Winter Travel (Teleportation): Santa can Teleport at will, but only to a location that contains a hearth, chimney, or mailbox. He can bring up to one ton of cargo (the Sack) and his Sleigh with him.

Gadgeteer & Crafting Abilities

  • Master Toymaker: Santa has proficiency and a bonus of +20 on all Craft (Toymaking), Craft (Mechanical), and Appraisal checks.

  • The Sack of Holding (Artifact): This legendary Bag of Holding has near-infinite capacity. Santa can retrieve any non-sentient, non-magical item he or his elves have ever created as a bonus action. He can also reach in and pull out an ordinary toy, candy, or lump of coal (treat as 1d6 bludgeoning damage) as a simple ranged attack.

Thief & Physical Abilities

  • Chimney Access (Compress): Due to an ancient blessing, Santa can fit through any opening at least 6 inches wide without squeezing. This negates the need for any Escape Artist or Sleight of Hand check to enter a private residence.

  • Master of Stealth (Hide in Plain Sight): Santa can make Stealth checks even while being observed, provided he is wearing his iconic suit. He has a +15 bonus to all Stealth checks.

Artifact: The Sleigh & Reindeer

  • Flight Speed (Planetary): The Sleigh (pulled by the Reindeer) has a Flight Speed of 500 ft. per round (Combat Speed) and a Cruising Speed of 10,000 mph (Global Travel).

  • Aura of Calm: While within the Sleigh, Santa and all passengers are immune to severe cold, high winds, and the effects of high-speed travel.


Attacks

AttackTypeTo HitDamageNotes
Sleigh CrashEpic Melee+214d10+10 BludgeoningOnly used when the Sleigh is piloted directly into a target (a colossal attack).
Staff of HollyMelee+202d6+5 Bludgeoning + 2d6 ColdA thick staff, imbued with winter magic.
Sack ThrowRanged+211d6 BludgeoningSimple toy/coal from the Sack. Used to distract or annoy.

Vulnerabilities & Limitations

  • Belief is Power: Santa’s powers (especially the Ho-Ho-Ho! and the Sack of Holding retrieval) are suppressed if he is in an area of total non-belief or exposed to an emotionless, cynical field.

  • Vows: He will never intentionally harm a child (of any age or species). He prefers to non-lethally subdue adults and villains.

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