Frozen Aura. At the start of Mab's turn, each hostile creature within 30 ft. of her takes 35 (10d6) cold damage, and objects in the aura that aren't being worn or carried become covered in ice. A creature that touches Titania or hits her with a melee attack also takes 35 (10d6) cold damage.
Legendary Resistance (3/Day). If Mab fails a saving throw, she can choose to succeed instead.
Magic Resistance. Mab has advantage on saving throws against spells and other magic effects.,
Multiattack. Mab attacks twice with Chilling Touch or Hurl Ice.
Chilling Touch. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 6) cold damage.
Hurl Ice. Ranged Spell attack: +13 to hit, range 120 ft.,one target. Hit: 26 (6d6 + 6) cold damage.
Innate Spellcasting. Mab's spellcasting ability is Charisma (spell save 23, +13 to spell attacks). She can innately cast the following spells, requiring no material components:
At will: Ray of Frost (17th level), Sleet storm, Spike growth (spikes are made of ice)
3/day each: Bigby's Hand (made of ice, deals bludgeoning damage), Cone of cold, Flesh to ice, Wall of Ice
1/day each: Otiluke's Freezing Sphere
Mab can take 3 legendary actions, choosing from the options below. She can only take one legendary action at a time and only at the end of another creature's turn. Mab regains spent legendary actions at the start of her turn.
Quench Magic (Costs 1 Action). Mab targets one creature she can see within 60 feet. Any resistance or immunity to cold damage the target gains from a spell or magic item is suppressed until the end of Mab's next turn.
Ray of Frost (Costs 1 Action). Mab casts Ray of Frost.
Cast Spell (Cost 2 Actions). Mab casts one of her 3/day spells.
Fire Aura. At the start of Titania's turn, each hostile creature within 30 ft. of her takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Titania or hits her with a melee attack also takes 35 (10d6) fire damage. Nonmagical weapons that hit Titania are immediately destroyed after dealing damage.
Legendary Resistance (3/Day). If Titania fails a saving throw, she can choose to succeed instead.
Magic Resistance. Titania has advantage on saving throws against spells and other magic effects.
Multiattack. Titania attacks twice with Flame Touch or Hurl Flame.
Flame Touch. Melee weapon attack: +13 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 6) fire damage.
Hurl Flame. Ranged Spell attack: +13 to hit, range 120 ft.,one target. Hit: 26 (6d6 + 6) fire damage.
Innate Spellcasting. Titania's spellcasting ability is Charisma (spell save 23, +13 to spell attacks). She can innately cast the following spells, requiring no material components:
At will: Firebolt (17th level), Flaming Sphere, Fireball
3/day each: Burning hands (6th level), Wall of fire, Flame strike
1/day each: Fire storm
Titania can take 3 legendary actions, choosing from the options below. She can only take one legendary action at a time and only at the end of another creature's turn. Titania regains spent legendary actions at the start of her turn.
Quench Magic (Costs 1 Action). Titania targets one creature she can see within 60 feet. Any resistance or immunity to fire damage the target gains from a spell or magic item is suppressed until the end of Titania's next turn.
Firebolt (Costs 1 Action). Titania casts Firebolt.
Cast Spell (Cost 2 Actions). Titania casts one of her 3/day spells.
Inscrutable. Emmantiensien is immune to any effect which would sense his emotions or read his mind.
Magic weapons. Emmantiensien's weapon attacks are magical.
Innate Spellcasting. Emmantiensien is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +12 to spell attacks). He can cast the following spells with no material components:
at will: druidcraft, barkskin, crown of madness, commune with nature
3/day: giant insect, insect plague, hallucinatory terrain, aura of vitality, aura of purity, aura of life
1/day: circle of power, control weather, daylight
Multiattack. Emmantiensien makes two slam attacks.
Slam. Melee weapon attack: +12 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) bludgeoning damage.
Spike Toss. Ranged weapon attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6 + 6) piercing damage.
Emmantiensien can take 3 legendary actions, choosing from the options below. He can only take one legendary action at a time and only at the end of another creature's turn. Emmantiensien regains spent legendary actions at the start of his turn.
Entangle (Costs 1 Action). Emmantiensien chooses 1 creature he can see within 60 ft. Roots spring from the ground all around the target, who must succeed on a Dexterity saving throw or be restrained until the end of Emmantiensien's next turn.
Hail of thorns (Costs 1 Action). Emmantiensien casts hail of thorns (3rd level)
Cast Spell (Cost 2 Actions). Emmantiensien casts one of his 3/day spells.
Indomitable (3/day). The Green Knight can reroll a failed saving throw. He must use the new roll.
Survivor. The Green Knight regains 10 hit points at the start of his turn as long as he has at least 1 hit point but fewer than half his hit point maximum.
Magic weapons. The Green Knight's weapon attacks are magical.
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Multiattack. The Green Knight makes three longsword attacks.
Longsword. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Spellcasting. The Green Knight is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to spell attacks). He has the following spells prepared:
1st level (4 slots): Compelled duel, Entangle, Thunderous smite
2nd level (3 slots): Branding smite, Find steed
3rd level (2 slots): Blinding smite, Dispel magic
The Green Knight can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Green Knight regains spent legendary actions at the start of his turn.
Weapon Attack. The Green Knight makes a weapon attack.
Command Ally. One ally of the Green Knight that can see and hear him makes one melee weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). One enemy the Green Knight can see must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the Green Knights next turn.
Icy Aura. The Prince is surrounded by cold aura as long as he possesses more than 1/3 of his hit points (60). Any creature that hits the Prince with a weapon attack while he possesses the aura takes 5d6 cold damage.
Magic Weapons. The Prince's weapon attacks are magical.
Superior Invisibility. The Prince magically turns invisible until his concentration ends (as if concentrating on a spell). Any equipment he wears or carries is invisible with him.,
Multiattack. The Prince attacks twice with his greatsword.
Greatsword. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage plus 11 (3d6) cold damage.
Teleport. The Prince magically teleports, along with any equipment he is wearing or carrying up to 120 ft in a direction he can see.
The Prince can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature's turn. The Prince regains all spent legendary actions at the start of his next turn.
Attack. The Prince makes one melee weapon attack.
Teleport. The Prince uses his teleport action.
Magic Resistance. The Lord has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Lord's weapon attacks are magical.
Spellcasting. Santa's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components.
At will: bless, invisibility, locate creature, misty step, ray of frost, scrying, sleep, zone of truth
3/day: cone of cold, hold monster, mass cure wounds, sleet storm
1/day: teleport, time stop, wall of ice,
Multiattack. The Lord of Winter can make three sack of gifts attacks or two Holly attacks.
Sack of Gifts. Melee Weapon Attack: +10 to hit, reach 5 f., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Holly. Ranged Spell Atack: +13 to hit, range 120 f., one target. Hit: 28 (4d10 + 7) piercing damage and the creature must make a DC 21 Wisdom saving throw. A creature who fails this saving throw collapses in a fit of laughter, falls prone, and cannot stand until the end of the Lord's next
turn.
The Lord can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature's turn. The Lord regains all spent legendary actions at the start of his next turn.
Jolly Holly. Santa attacks with Jolly Holly.
Open Up Your Present. The Lord hurls a random gift from his sack up to 90 feet. It explodes in a 20-foot-radius sphere. Creatures in the area must make a DC 21 Constitution saving throw. Creatures who fail take 21 (6d6) cold damage. Creatures who succeed take half.
Shared Immunity. Any creature charmed by Lily gains immunity to fire damage.
Magic Resistance. Lily has advantage on saving throws vs. spells and other magical effects.
Magic Weapons. Lily's weapon attacks are magical.
Multiattack. Lily can use Alluring Presence. She then makes two melee attacks or casts one spell.
Claw. Melee weapon attack: +11 to hit, reach 5 ft. one target. Hit: 15 (2d8 + 6) slashing damage.
Alluring Presence. Any creature Lily chooses that starts its turn within 120 ft. of her and that can see her must make a Charisma saving throw (DC 18) or be charmed until they spend 1 minute without Lily in their line of sight. If a creature succeeds on their saving throw or the effect ends for them they are immune to Lily's Alluring Presence for 24 hours.
Innate Spellcasting. Lily's innate spellcasting ability is Charisma (DC 21). She can innately cast the following spells, requiring no components:
At will: Charm person, Crown of madness, Suggestion, Command (4th level), Tasha's hideous laughter
2/day each: Dominate person, Otto's irresistible dance, Phantasmal killer
1/day each: Power word stun, Weird
Lily 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 creatures turn . Lily regains spent legendary actions at the start of her turn.
Issue Command (Costs 1 Action). One creature charmed by Lily can move up to its speed and make one melee weapon attack as a reaction, gaining advantage on the attack roll.
Disarming Gaze (Cost 1 Action). One creature Lily can see suffers disadvantage on all attack rolls made on their next turn.