Weakness to Fire. If Frosty takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Snow Drift. The snowmen gain advantage when hiding in a snowy environment. Once hidden, a snow person effectively becomes invisible and can drift up to 15 feet per round as part of its move until it surfaces. While drifting, a snow person can not attack.
Brothers in Arms. The snowman has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated
Ice Claw. Melee Attack: +4 to hit, Hit: 8 (1d6+4) slashing damage.
Snowball. Range Attack: +2 to hit, Hit: 5 (1d4+2),
Range 30ft/60ft bludgeoning damage.
Berserk. If a companion is killed, Frosty goes berserk. On each of its turns while berserk, it attacks the nearest creature it can see, making an extra headbutt attack (+7 to hit, 1d8 bludgeoning damage) in addition to Double Swipe.
Weakness to Fire. If Frosty takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Multiattack. Frosty can use Double Swipe and Chilling Ray on its turn.
Double Swipe. Melee Weapon Attack: Two attacks with +7 to hit, reach 5ft., (1d10+4) damage plus (1d6) cold damage.
Chilling Ray. (3 charges) Frosty targets one creature it can see within 30 feet of it. The target must succeed on a DC13 Constitution saving throw against this magic or take (3d6) cold damage and be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. Taking any fire damage will end the effect immediately. If successful, or the effect ends, the target is immune to Chilling Ray for 1 hour.
Snow Meld. As a bonus action, if on ice or snow terrain the Snowman may disengage from any adjacent targets and meld into the ground, reappearing instantly at any space within 40ft.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll aga inst a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed in stead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) co ld damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target.Hit: 15 (2d8 + 6) bludgeoning damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Winter's Aura. Cold winds swirl around Santa, any creature starting their turn within 5 feet of Santa takes (1d6) cold damage.
Almost Immortal. Upon reaching 0 hit points, Santa will fall unconscious and the Crown of Domination will fall from his head. It may otherwise only be removed by a Remove Curse spell from a 9th level spellcaster.
Faster Than He Looks. Santa can use two of the below Actions per turn (cannot use the same Action twice on a single turn.
Naughty or Nice. Close Burst Spell: reach 10ft., (2d10) psychic damage to all in range who damaged Santa in the last turn, (1d4) healing to all who did not.
Gnome Missile. Ranged Weapon Attack: +7 to hit, range 30ft., (2d6+4) bludgeoning damage. Santa telekinetically launches a Gnome at a target within range.
Crown of Domination. Santa attempts to lock eyes and control the mind of a creature within sight. Target must make a DC15 Charisma saving throw, on a failed save target is forced to take an attack, move or cast a cantrip at a target of Santa's choice.
Belly Blow. Melee Weapon Attack: +7 to hit, range 5ft., (2d10+6) bludgeoning damage. Santa wobbles his belly like a bowl full of jelly.. then smashes it into a target.
Cloak Swirl. Santa may disengage with a swirl of his cloak and reappear instantly at any empty square within 20ft.
Once per round, after an opponent's turn, Santa may choose to use one of his Actions. This does not count towards his two Action total.
Fey Ancestry. Mrs. Claus has advantage on saving throws against being charmed, and magic can't put Mrs. Claus to sleep.
Magic Resistance. Mrs. Claus has advantage on saving throws against spalls and other magical effects.
Magic Weapons. Mrs. Claus weapon attacks are magical.
Cunning Action. On each of her turns Mrs. Claus can use a bonus action to take the Dash, Disengage or Hide action.
Multiattack. Mrs. Claus attacks twice with her Quarterstaff
Innate Spellcasting. Mrs. Claus spellcasting abbility is Charisma (Spell save DC 16). Mrs. Claus can innately cast the following spells, requiring no material components.
At Will: Dancing Lights, Detect Magic, Dispell Magic, Chill Touch, Friends, Mending, Ray of Frost, Spare the Dying, Charm Person
2/day each: Hollow, Cone of Cold, Ice Storm
1/day each: Poer Word Heal, Holy Aura
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 15 (1d6+12) bludgeoning damage, or 17 (1d8+13) blugeoning damage if wielded with two hands.
Mrs. 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. Mrs. Claus regains spent legendary actions at the start of her turn.
Cantrip. Mrs. Claus casts a cantrip
Quarterstaff (Costs 2 Actions). Mrs. Claus can move up to double jer speed and uses her quarterstaff on one target.
Health Rejuvenation. (Costs 2 Actions). Mrs. Claus rolls 1d12 and regains the corresponding Hit Points plus 5 additional Hit Points.
Antimagic Susceptability. Toy soldiers are incapacitated while in the area of an antimagic field. If targeted by dispel magic, the construct must save on a constitution saving throw against the casters spell save DC or fall unconscious for 1 minute.
False Appearance. While an animated toy solider remains motionless it is indistinguishable from one of its non-animated cousins.
Tiny Musket. Range Attack: +4 to hit, Hit: 8 (1d8+4) piercing damage. Ammunition (range 30ft/90ft) loading
Bayonet. Melee Attack: +4 to hit, Hit: 5 (1d6+2) piercing damage.
Charge. If Krampus moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) damage from the attack.
Darkness. Magical darkness spreads out in a 20-foot-radius sphere around Krampus. The demon can cast this spell only once and it lasts until he is hit by a successful attack or three rounds pass. Like the spell darkness, darkvision cannot see through this darkness and nonmagical light can not illuminate it. His innate spellcasting ability is Constitution (spell save DC 13).
Enchant. Krampus is already using this power to control Kringle and his helpers. His enchant ability will end once he is knocked unconscious or is killed.
Gore. Melee Weapon Attack: +4 to hit, Hit: 9 (2d6+2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, Hit: 6 (1d6+2) slashing damage.
Club. Melee Weapon Attack:+2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
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