Tuesday, November 25, 2025

The December Deceiver - Santa Claus For The Wretched Darkness Rpg & The Wretched rpg

 This is a fantastic and deeply unsettling idea. Wretched Darkness is an OSR horror game focused on anti-heroes, grim outcomes, and the psychological effects of the supernatural.

For Santa Claus to exist in the Wretchedverse, he must be a terrifying, ambiguous, and immensely powerful entity. He won't be a jolly figure, but rather a primordial, ancient being whose power is tied to the collective belief (and fear) of humanity, and whose 'gifts' often come with a horrifying price.



Here is the NPC stat block for "Krampus' Father" (The Red-Suited Entity, The December Deliverer) for the Wretched Darkness RPG.


The December Deliverer (Santa Claus)

A monstrous entity of immense power, tied to the psychic energy of childhood innocence and greed. It serves a dark, cold cosmic purpose.

AttributeScoreNotes
Level/TierEntity (Immortal/Unique)Treat as a Rank 10+ foe.
Hit Points (HP)200 (Supernatural Regeneration)Takes half damage from all but Holy/Cold Iron attacks.
Armor Class (AC)18 (Thick Hide/Magic)The thick, red, blood-stained velvet offers little, but the ancient magics do.
Movement30 ft. (Ground), Flight (90 ft., Sleigh), Teleport (Self-only)
Attack Bonus (Melee)+15
Attack Bonus (Ranged)+12

Ability Scores

AbilityScoreModifier (d20 check)
Strength (STR)20+5
Dexterity (DEX)14+2
Constitution (CON)22+6
Intelligence (INT)18+4
Wisdom (WIS)24+7
Charisma (CHA)20+5

Combat & Attacks

Primary Melee: The Holly Staff

  • Attack Bonus: +15

  • Damage: $3d8 + 5$ Bludgeoning / Cold Damage

  • Effect: On a successful hit, the victim must pass a DC 18 CON Save or be covered in a thin, crystalline rime of ice and be Slowed for $1d4$ rounds (half speed, -2 AC/Attack).

Ranged Attack: Lump of Perpetual Coal

  • Attack Bonus: +12

  • Damage: 2d6 Fire Damage + Psychological Strain

  • Effect: Upon being struck, the victim must pass a DC 15 SANITY Check. Failure results in the target gaining 1d4 Sanity Loss (the knowledge of their deep moral failings made manifest). This coal burns eternally, never consuming itself.

Supernatural Ability: The Gift (Action)

The Deliverer reaches into his sack (which smells of freezing ash and formaldehyde) and pulls out an item specifically tailored to the victim.

  • The item is usually the worst possible outcome of a character's deep, selfish desire or a supernaturally grotesque version of a childhood toy.

  • Example Effect: A PC who secretly desires wealth may receive a small, pulsating sack containing $1d10$ severed fingers, each adorned with a gold ring. The PC must pass a DC 20 SANITY Check or suffer $2d6$ Sanity Loss and be Paralyzed by cosmic horror for 1 round.

Supernatural Traits & Immunities

  • Knows if You've Been Bad (Constant): The Deliverer has perfect, supernatural knowledge of every living creature's most heinous act or darkest secret. Any attempt to Lie or Deceive him requires a DC 25 Charisma Check. Failure on this check grants him a free attack against the PC.

  • The Naughty List (Weakness): Any character who can prove they have never intentionally wronged a child (living or dead) gains Advantage on all Saving Throws against The Deliverer's powers.

  • Immunity: Immune to all Cold, Charm, Fear, and attempts to mentally influence him.

  • Chimney Transit (Teleport): Can teleport into any structure that contains an inactive fireplace, or any vent, pipe, or opening large enough for a newborn to pass through.

Sanity Threat (The True Horror)

Santa Claus is a profound threat to sanity in the Wretchedverse.

  • Presence Sanity Loss: Any character who witnesses The December Deliverer (his true form, not just a disguise) must make a DC 15 SANITY Check or lose $1d4$ Sanity.

  • The Workshop (Environmental): Anyone who enters The Deliverer's domain (often referred to as the "North Pole") must make a DC 18 SANITY Check every hour or lose 1d6 Sanity. The sight of the endless, tormented little creatures (Elves/Fae slaves) toiling in the cold is often enough to break weak minds.

Roleplaying Notes

  • Mannerisms: Speaks in a deep, booming voice that sounds like grinding ice and breaking bone, but uses unsettlingly cheerful words. Always laughs, but the laugh is a low, sickening Ho-ho-ho that seems to drain the light from the room.

  • Motivation: Unknown. It seems to enjoy the ritual of the night, the consumption of belief, and the punishment of those who abuse the concept of innocence.

  • Bait: Always seeks out those with a hidden moral flaw, using their greed and past sins as the fuel for its gifts.


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