Converting monsters from Imagine Magazine

I like that!

Summarizing...

Santa's Bag: This major artifact appears as a large, red velvet sack with a drawstring of golden braided rope. It functions as a bag of holding, except it has no volume limit nor can it be harmed by sharp objects. As more objects are added within, it appears to swell with the items, but never changes weight nor limits Santa's movement.

Gonna Find Out Who's Naughty or Nice (Su): At all times, Santa knows when any sentient creature on the Material Plane is asleep or awake, and whether they've been naughty or nice. This functions as an augury spell, with naughty replacing woe and weal replacing nice. This ability is always active, requires no action on Santa's part, and can be blocked by nothing short of divine intervention.

Squeeze (Su): Santa can squeeze through seemingly impossible portals, such as tight chimneys. As a move action, Santa (and any gear he carries) can pass through an opening as if he were a Fine creature. Santa must end his movement in an region large enough to hold a Tiny creature, but he can take no actions other than movement unless he is in an area large enough that a Tiny creature could normally squeeze through.

Jolly Aura (Su): Santa Claus exudes a supernatural aura of peace and tranquility. Any creature within 120 feet must make a DC X Will save or be affected as though by a calm emotions spell (CL 22nd). If Santa attacks, it ends this effect for the target of the attack only. This is a mind-affecting compulsion effect, and the save DC is Wisdom-based.
 

log in or register to remove this ad




Looks great! In "Gonna Find Out..." it should be "nice replacing weal." I agree that it should be 100% accurate.

Jolly Aura should be the Sphere of Happiness; do we want to do something for the hopelessness effect if someone actually manages to hit Santa?

Edit: You know, the hopelessness just seems thematically weird (unless it's 'cause the attacker realizes they will never get a present from Santa again ;)). Maybe it should be something like a fascination effect instead.
 
Last edited:

freyar said:
Edit: You know, the hopelessness just seems thematically weird (unless it's 'cause the attacker realizes they will never get a present from Santa again ). Maybe it should be something like a fascination effect instead.

I found it odd too...until you mentioned why they'd feel hopeless. Now I kinda like it!

Here's a stab at his reindeer (modeled off Frostburn's caribou, with extra HD, Int, and flight)...

Santa's Reindeer
Medium Magical Beast
Hit Dice: 12d10+12 (78 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly x ft. (good?)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +12/+13
Attack: Gore +13 melee (1d4+1)
Full Attack: Gore +13 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent, silent hooves, tireless travel
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 10
Skills: Listen +15, Spot +15
Feats: Endurance, 5 more
Environment: Cold plains
Organization: Team (9)
Challenge Rating: x
Treasure: None
Alignment: Always neutral good
Advancement: -
Level Adjustment: -

Silent Hooves (Ex): Santa's reindeer always move silently and cannot be heard with Listen checks if they don't wish to be.

Tireless Travel (Su): Santa's reindeer can travel any distance in a single night without tiring. Afterwards, they are exhausted, and must rest for at least a week to remove this condition.

Rudolph has the following additional ability...

Nose that Glows (Su): Rudolph's nose sheds reddish light of variable intensity. As a free action, Rudolph may change the intensity of this light from as dim as a candle to as bright as daylight. As a move action, he may cover his nose with dirt or soot to extinguish its light altogether.
 

And here's a take on Santa's elves...

Toymaker Elf, 1st-Level Expert
Small Humanoid (Elf)
Hit Dice: 1d6 (3 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/-5
Attack: Short sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)
Full Attack: Short sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Toymaker elf traits
Saves: Fort -1, Ref +2, Will +1
Abilities: Str 8, Dex 14, Con 9, Int 15, Wis 8, Cha 9
Skills: Appraise +6, Craft (toymaking) +11, Disable Device +6, Hide +10, Listen +5, Move Silently +6, Search +4, Spot +5, Use Magic Device +3
Feats: Skill Focus (Craft [toymaking])
Environment: Any cold?
Organization: x
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0

Toymaker Elf Traits (Ex): Toymaker elves possess the following racial traits.
  • -2 Strength, +2 Dexterity, –2 Constitution, +2 Intelligence.
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • A toymaker elf ’s base land speed is 20 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
  • Low-light vision.
  • Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • +2 racial bonus on Craft (toymaking) checks.
  • Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnome, Sylvan.
  • Favored Class: Expert.
The toymaker elf expert presented here had the following ability scores before racial adjustments: Str 10, Dex 12, Con 11, Int 13, Wis 8, Cha 9.
 

Wow! These are great! Does Santa also look about done?

Reindeer seem CR 5-6 to me.
Elf organization: Solitary, Pair, Assembly Line (10-40)?

Maybe Hopelessness should be

Hopelessness (Su): Any creature that successfully attacks Santa becomes catatonic for 1d6 rounds, taking no actions but defending itself normally. Thereafter, the creature takes a -2 morale penalty to all attack rolls, skill checks, and ability checks since it realizes it will never get a present from Santa again. There is no save, and the penalty may only be removed with an atonement spell.
 

For the hopelessness, I think that at least evil characters should be allowed a save.

We've still got the "magical toys" to finish up, and the jolly one still needs his AC, feats, skills, and damage for his weapons. ;)
 


Remove ads

Top