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🎅🎄❄️ In the countless realms of the multiverse, Claus, the Aspect of Christmas, is a manifestation of the spirit of generosity, warmth, and celebration that permeates many worlds during the winter season. This jolly celestial being is but one aspect of a greater force, a personification of the holiday spirit that is said to have originated from the collective joy and goodwill of countless beings across the cosmos. Claus embodies the essence of this festive season and serves as its guardian and promoter.

Claus was born from the laughter of children and the kindness of strangers sharing their hearth's warmth on the coldest of winter nights. He exists not as a single entity but as a representation of a concept, a shared idea that is reborn in the hearts of the good every year when the first snow falls. This celestial aspect is not bound by one world; he traverses the planes, spreading joy and the true spirit of Christmas wherever shadows grow long and cold winds blow.

Each year, as the days shorten and the night takes its hold, Claus begins his journey. He seeks out the downtrodden, the forgotten, and the lonely, leaving behind gifts not just of material wealth, but also of hope. His presence alone is enough to light the darkest corners of a soul, reminding all that warmth exists, even in the coldest times.

Though many believe Claus to be a myth, those who have encountered him tell tales of a towering figure clad in red, with eyes that sparkle like the winter stars and a laugh that echoes the mirth of the season. It's said that his shadow is cast not on the ground, but in the hearts of those around him, where it leaves an imprint of joy and festive cheer. 🎅🎄❄️

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Claus, Aspect of

Christmas

Large celestial (titan), lawful good

Armor Class: 18 (Natural Armor)

Hit Points: 250 (20d10 + 140)

Speed: 30 ft.

STR 24 (+7) 

DEX 14 (+2) 

CON 25 (+7) 

INT 18 (+4)

WIS 20 (+5) 

CHA 22 (+6)

Saving Throws Str +13, Con +13, Wis +11, Cha +12 Skills Athletics +13, Perception +11, Persuasion +12 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses truesight 120 ft., passive Perception 21 Languages all, telepathy 120 ft.

Challenge 17 (18,000 XP)

Traits

Legendary Resistance (4/Day). If Claus fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Claus's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Claus can innately cast the following spells, requiring no material components:

At will: create food and water, cure wounds (3rd level), heroes' feast, light

3/day each: aura of purity, ice storm, wall of ice

1/day each: commune, conjure celestial (summons a reindeer celestial)

Magic Weapons. Claus's weapon attacks are magical. When Claus hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack).

Regeneration. Claus regains 20 hit points at the start of his turn. If Claus takes fire damage, this trait doesn't function at the start of his next turn.

Spirit of Christmas. Claus radiates an aura of joy and peace. Any creature hostile to Claus that starts its turn within 5 feet of him must make a DC 20 Wisdom saving throw. On a failed save, the creature can't attack Claus or target him with harmful abilities or magical effects, and the creature's speed is halved for the turn.

Actions

Multiattack. Claus can use his Frightful Presence. He then makes two attacks: one with his greataxe and one with his shield.

Greataxe. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage plus 7 (2d6) cold damage.

Shield Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Claus's choice that is within 10 feet of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Claus's Frightful Presence for the next 24 hours.

Legendary Actions

Claus can take 3 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 his turn.

Move. Claus moves up to half his speed without provoking opportunity attacks.

Greataxe Attack (Costs 1 Action). Claus makes a greataxe attack.

Healing Touch (Costs 2 Actions). Claus touches another creature. The target magically regains 40 hit points and is freed from any curse, disease, poison, blindness, or deafness.

Gift of Giving (Costs 3 Actions). Claus can use his action to touch a nonmagical object no larger than a 5-foot cube and imbue it with magic, turning it into a magical item of rare or lesser rarity (GM's choice), as he whispers a holiday blessing.

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