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.