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Joulupukki (Santa Claus, Saint Nicholas, Saint Nick, Kris Kringle)

Santa Claus
Santa Claus – AI Generated Artwork – NightCafe Creator

Dressed in red and white fur from head to foot, this plump, chubby man is covered with ashes and soot. With rosy cheeks, cherry nose, and a beard as white as snow, his round face is jolly and his eyes seem to glow. A large velvet sack, bulging with contents of all shapes and sizes, is slung over his back.

Joulupukki or Santa Claus’s workshop is situated in Korvatunturi. He knocks on the front door during the Christmas eve celebration. When he comes in, his first words are traditionally “Onkos täällä kilttejä lapsia?” (Are there (any) nice children here?)

He usually wears warm red clothes, uses a walking stick, and travels in a sleigh driven by a number of reindeer. Rudolph is Joulupukki’s lead reindeer. Joulupukki has a wife, Joulumuori.

Joulupukki’s Dark Side?

Popular radio programs from the year 1927 onwards probably had great influence in reformatting the concept with the Santa-like costume, reindeer and Korvatunturi (Mount Ear, near Polar Circle) as its dwelling place. Because there really are reindeer in Finland, and Finns live up North, the popular American cult took root in Finland very fast. Maybe some caring soul decided that Joulupukki is just too scary for little kids.

Today, Finland is one of the few countries where kids actually see Father Christmas in the act of delivering the presents.

The Night Before Christmas (1905 film)

The Night Before Christmas is a 1905 American silent short film directed by Edwin S. Porter for the Edison Manufacturing Company. It closely follows Clement Clarke Moore’s 1823 poem Twas the Night Before Christmas, and was the first film production of the poem.


Santa Claus

Santa Claus, illustration from Arthur Rackham's Book of Pictures, 1907, published 1913
Santa Claus, illustration from Arthur Rackham’s Book of Pictures, 1907, published 1913

Whether he’s known as Father Christmas, Saint Nicholas, or Kris Kringle, this benevolent grandfatherly figure circumnavigates the entire world every Christmas Eve and gives presents to children who have behaved well throughout the year. He’s assisted in this task by an army of toymaking elves who live in a wondrous workshop at the North Pole, and a retinue of magical reindeer who pull his sleigh through the sky.

Santa’s origins lie in the tales of the 4th-Century Greek bishop, Saint Nicholas, known for his generosity to the poor; and in the time of Henry VIII, the character of Father Christmas exemplified the spirit of good cheer. Santa also has roots in Dutch, Belgian, Swiss, and Germanic folklore. He’s worn green, smoked a pipe, and is known for his “little round belly that shook when he laughed like a bowlful of jelly”.

Whatever the mythical origins of this magical benevolent demigod, he’s now a plump, white-bearded man with a jolly laugh and a list of who’s been naughty, and who’s been nice.

Medium fey, lawful good

Armor Class 19 (natural armor)
Hit Points 210 (20d8+120)
Speed 45 ft., climb 45 ft.

STRDEXCONINTWISCHA
21 (+5)20 (+5)22 (+6)21 (+5)26 (+8)23 (+6)

Saving Throws Dex +12, Con +13
Skills Animal Handling +15, Acrobatics +19, History +19, Insight +22, Investigation +19, Perception +22, Sleight of Hand +12, Stealth +19, Survival +15
Senses passive Perception 32
Languages Common, Sylvan; all (tongues)
Challenge 21 (33,000 XP)

Special Traits

  • Ageless. Santa does not age, cannot suffer from frailty of old age, die from old age, or be aged magically.
  • Brilliant. Santa always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.
  • Compress. Santa can move through a space as narrow as 6 inches wide without squeezing.
  • Divine Action (recharge 5–6). At the end of the round, Santa can move his Speed and take an additional action.
  • Epic Concentration. Santa is able to concentrate on up to 2 spells at the same time. If he fails a concentration check while concentrating on more than one spell, he loses both spells.
  • Innate Spellcasting. Santa’s innate spellcasting ability is Wisdom (spell save DC 23). He can innately cast the following spells, requiring no material components:
    • Constant: freedom of movement, tongues
    • At will: bless, conjure animals (reindeer only), cure wounds (as a 4th-level spell), improved invisibility, knock (see Knock Knock), misty step, scrying, sleep (as a 6th-level spell; 15d8)
    • 3/day each: hold monster, sleet storm, teleport, time stop
  • Jolly Bellow. Santa emits an infectious magical laughter filled with mirth. Each time he bellows before finishing a long rest, the laughter is louder and the effect is different, as detailed below. Each creature within 500 feet of Santa and able to hear the bellow must make a saving throw. When a creature has made 3 successful saving throws against it, the creature is immune to Santa’s Jolly Bellow for the next 24 hours.
    • First Bellow: Each creature that fails a DC 23 Charisma saving throw becomes indifferent about creatures that it is hostile toward. This indifference ends if a creature is attacked or harmed by a spell or if it witnesses any of its friends being harmed. After 1 minute, the creature becomes hostile again, unless the GM rules otherwise.
    • Second Bellow: Each creature that fails a DC 23 Wisdom saving throw falls prone, becoming incapacitated and unable to stand up for 1 minute. At the end of each of its turns, and each time it takes damage, the creature can make another Wisdom saving throw, ending the effect on itself on a success.
    • Third Bellow: Each creature that fails a DC 23 Intelligence saving throw feels a compulsion to do good deeds and show kindness towards others. At the end of each of its turns, and each time it takes damage, the creature can make another Wisdom saving throw, ending the effect on itself on a success.
  • Knock, Knock. No door or lock can bar Santa’s way. He can cast knock at will. This trait otherwise works like the spell, but Santa can use a bonus action to cast, and no loud knock emanates from the object.
  • Legendary Resistance (3/day). If Santa fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Santa has advantage on saving throws made against spells and other magical effects.
  • Magic Weapons. Santa’s weapon attacks are magical.
  • Naughty or Nice. At the start of his turn, Santa can use a bonus action to pull out his list of who’s been naughty and who’s been nice. Santa instantly finds the names of any creatures he can see, and the list details both the alignments and identities of all creatures within 1 mile.
  • Santa’s Sack. Santa carries a bag of holding filled with an infinite number of toys and chunks of coal. Retrieving an item from it requires Santa to use a bonus action. When he reaches into the bag of holding for a specific item, the item is always magically on top.
  • Santa’s Sleigh. Whenever Santa is steering or otherwise in control of a sleigh being drawn by 6 or more reindeer, the creatures and sleigh are treated as if they were a 6 ft. × 20 ft. carpet of flying with a fly speed of 120 feet and capable of holding up to 2,000 pounds.
  • Tool Mastery. When Santa makes an ability check that uses a tool kit, he gains double his proficiency bonus (total +14).

Actions

  • Multiattack. Santa attacks four times.
  • SlamMelee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 9 (2d8) radiant damage and the target is grappled (escape DC 21).
  • Kringle CoalRanged Weapon Attack: +12 to hit, range 40/120 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 9 (2d8) cold damage. On a critical hit, the target makes a DC 21 Constitution saving throw or is blinded for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw, ending the effect on itself on a success.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com

Santa Claus

Santa Claus
Santa Claus – AI Generated Artwork – NightCafe Creator

Santa Claus is a legendary figure in many cultures, known to bring gifts to children of all ages on one special night. Santa is a jolly, good-natured fellow who delights in the merriment he brings to the children of the world.

Originally Posted by Shade of the En World forums.

On this Thread

Santa Claus makes his lair in a great workshop in the northernmost pole of the world. The size of a small city, this workshop bustles with the activity of numerous elves crafting toys year-round.

Santa Claus commands a team of nine flying reindeer which pull his magical sleigh through the skies at great speeds. He possesses a magical sack that can hold a world’s worth of trinkets, producing just the right one with a mere command.

Santa Claus is 6 feet tall and weighs 300 pounds.

Santa speaks Common.

Santa Claus
Medium outsider (Native)
Hit Dice22d8+154 (253 hp)
Initiative+5
Speed30 ft. (6 squares)
Armor Class33 (+1 Dexterity, +12 natural, +10 deflection), touch 21, flat-footed 32
Base Attack/Grapple+22/+24
AttackToy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)
Full AttackToy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)
Space/Reach5 ft./5 ft.
Special AttacksGift throwing, spell-like abilities, toy soldier
Special QualitiesDarkvision 60 ft., gonna find out who’s naughty or nice, hopelessness, item master, jolly aura, Santa’s bag, squeeze, unearthly grace
SavesFort +28, Ref +24, Will +27
AbilitiesStrength 14, Dexterity 12, Constitution 25, Intelligence 20, Wisdom 19, Charisma 30
SkillsAppraise +30 (+34 for alchemical items, confectionary items, toys, or wooden items), Craft (alchemy) +30, Craft (confectionary) +30, Craft (toymaking) +44, Craft (woodworking) +30, Diplomacy +36, Escape Artist +20, Handle Animal +29, Hide +3, Knowledge (Geography) +30, Knowledge (local) +30, Listen +29, Move Silently +28, Ride +5, Sense Motive +31, Sleight of Hand +20, Survival +4 (+8 to keep from getting lost or avoid natural hazards), Rope Use+1 (+3 bindings)
FeatsAnimal Affinity, Epic Skill Focus (Craft [toymaking]), Improved Initiative, Negotiator, Quick Draw, Quicken Spell-Like Ability (knock), Skill Focus (Craft [toymaking]), Stealthy
EnvironmentThe North Pole
OrganizationSolitary, team (Santa and his 9 reindeer), or workshop (Santa plus 10-100 toymaker elves, plus 1 3rd level expert overseer per 10 adults)
Challenge Rating21
TreasureStandard coins (chocolate only); quintuple goods; quintuple items
AlignmentNeutral good
Advancement
Level Adjustment

COMBAT

The feast of St. Nicholas; oil on canvas, c. 1665-1668; by Jan Steen
The feast of St. Nicholas; oil on canvas, c. 1665-1668; by Jan Steen

Santa Claus prefers to avoid fights, instead reminding would-be aggressors of the consequences of their naughty behavior. If given no other option, Santa can wield his oversized toy-filled sack as a mighty bludgeon with surprising agility, or can toss presents at ranged foes.

Gift Throwing (Ex): Santa Claus can hurl gifts weighing up to 20 pounds each (Tiny objects) up to five range increments. The range increment is 20 feet for Santa’s thrown gifts.

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 100% success and with naughty replacing woe and nice replacing weal. This ability is always active, requires no action on Santa’s part, and can be blocked by nothing short of divine intervention.

Hopelessness (Su): Any creature that successfully attacks Santa Claus 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. Evil creatures are allowed a DC 31 Will save to negate the effect. This penalty may only be removed with an Atonement, wish, or miracle spell. The save DC is Charisma-based.

Item Master (Ex): Santa Claus can use any magic item, even spell completion items such as wands or scrolls. He can also create any item or construct as though he had the necessary feats and prerequisite spells or other requirements.

Jolly Aura (Su): Santa Claus exudes a supernatural aura of peace and tranquility. Any creature within 120 feet must make a DC 31 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 Charisma-based.

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.

Spell-Like Abilities:

Thomas Nast's most famous drawing, "Merry Old Santa Claus," from Harper's Weekly (January 1, 1881, p.8-9).
Thomas Nast’s most famous drawing, “Merry Old Santa Claus,” from Harper’s Weekly (January 1, 1881, p.8-9).

Caster level 20th.

Squeeze (Su): Santa Claus 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.

Toy Soldier (Ex): Santa Claus may wield his large sack of toys as a two-handed melee weapon, dealing 1d10 points of bludgeoning damage with a hit.

Unearthly Grace (Su): Santa adds his Charisma modifier as a bonus on all his saving throws and as a deflection bonus to his Armor Class.

Skills: Santa Claus has a +4 racial bonus on all Charisma-based skill checks when dealing with elves or fey.

Santa Claus’s Sleigh:

This major artifact is a Huge vehicle, capable of holding 1 driver and four passengers. If pulled by flying creatures, it glides through the air as if weightless. Santa’s sleigh has unlimited carrying capacity. It can be steered with a successful Handle Animal check, and moves at the speed of Santa’s reindeer. As a major artifact, it is nearly indestructible. Santa’s sleigh provides cover to its driver and passengers.

Santa’s Staff of Animals:

This finely crafted wooden staff is adorned with gold, detailed emerald enamelwork, and bells; it’s crowned with a carving of a reindeer. It allows the use of the following spells:

Caster Level: 6th; Prerequisites: Craft Staff, animal trance, calm animals, charm animal, dominate animal, hide from animals, speak with animals; Market Price: 28,125 gp.

Sample ‘Toys’

Santa often creates magic items that appear as toys. Some examples follow.

Line art drawing of a roller skate.
Line art drawing of a roller skate.

Elven Rollerskates: These skates increase the wearer’s base land speed by 10 feet and grant a +5 competence bonus on Move Silently checks.

Faint transmutation; CL 5th; Craft Wondrous Item, longstrider, creator must be an elf; Price 5,500 gp; Weight 1 lb.

Irresistible Teddy Bear: Any creature within 30 feet that sees this item must succeed on DC 11 Will save or do nothing except hug the teddy bear for 1d10 rounds.

Faint enchantment; CL 3rd; Craft Wondrous Item, Enthrall; Price 5,500 gp; Weight 1 lb.

Floating Jellybaby: This is essentially a potion of levitate, except, until consumed, it floats approximately 3 feet above the ground at all times and remains level, accompany the owner at a rate of no more than the owner’s normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and its owner.

Toymaker Elf

Toymaker Elf
Toymaker Elf – AI Generated Artwork – NightCafe Creator
Toymaker Elf, 1st-Level Expert
Small humanoid (Elf)
Hit Dice1d6 (3 hp)
Initiative+1
Speed20 ft. (4 squares)
Armor
Class
13 (+1 size, +2 Dexterity), touch 12, flat-footed 11
Base Attack/Grapple+0/-5
Attackshort sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)
Full Attackshort sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)
Space/Reach5 ft./5 ft.
Special AttacksNone
Special QualitiesToymaker elf traits
SavesFort -1, Ref +2, Will +1
AbilitiesStrength 8, Dexterity 14, Constitution 9, Intelligence 15, Wisdom 8, Charisma 9
SkillsAppraise +6, Craft (toymaking) +11, Disable Device +6, Hide +10, Listen +5, Move Silently +6, Search +4, Spot +5, Use
Magic Device
+3
FeatsSkill Focus (Craft [toymaking])
EnvironmentSanta’s Workshop
OrganizationSolitary, pair, or assembly line (10-100)
Challenge Rating½
TreasureStandard
AlignmentUsually chaotic good
AdvancementBy 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: Strength 10, Dexterity 12, Constitution 11, Intelligence 13, Wisdom 8, Charisma 9.

Originally appeared in Imagine Magazine #21 (1984).

Santa’s Reindeer

Santa’s Reindeer
Medium magical
beast
Hit Dice12d10+12 (78 hp)
Initiative+1
Speed40 ft. (8 squares), fly 60 ft. (good)
Armor Class14 (+1 Dexterity, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple+12/+13
AttackGore +13 melee (1d4+1)
Full AttackGore +13 melee (1d4+1)
Space/Reach5 ft./5 ft.
Special Attacks
Special QualitiesLow-Light Vision, Scent, silent hooves, tireless travel
SavesFort +9, Ref +9, Will +4
AbilitiesStrength 13, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 11, Charisma 10
SkillsListen +17, Spot +17
FeatsAlertness, Dodge, Endurance, Flyby Attack, Mobility, Run
EnvironmentCold plains
OrganizationTeam (9)
Challenge Rating6
TreasureNone
AlignmentAlways neutral good
Advancement
Level Adjustment

Santa’s sleigh is pulled by a team of flying reindeer: Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, Blitzen and Rudolph. Rudolph’s muzzle glows as brightly as a daylight spell.

Santa’s reindeer speak Common and Elven.

Combat

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.

Santa’s Companions

Santa Claus has a base Leadership score of 28 (30 for the purpose of attracting followers). His cohort is his wife, Mrs. Claus (NG female human adept 18). He has 135 1st-level followers, 13 2nd-level followers, 7 3rd-level, 4 4th-level, 2 5th-level, and 2 6th-level; nearly all of his followers are gnome commoners or experts who work as toymakers.

In addition, Santa has several companions, including the Krampus, Belsnickel (CN male human rogue 10/fighter 5), Black Piet (NG male human bard 10), and Knecht Ruprecht (NG male human commoner 8). His cohort, followers, reindeer, and companions all share his immunity to aging.

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