Prompt: Create several versions for a Santa Claus boss fight using the fifth edition Dungeon and Dragon's rule set. There need to be versions for CR 1, CR 2, CR 5, and CR 10
Sure, I'd be happy to help you create Santa Claus boss fight versions for different Challenge Ratings (CR) in the fifth edition of Dungeons and Dragons. Keep in mind that these are just guidelines, and you may need to adjust the stats based on your party's composition and level. Additionally, these versions are meant to be whimsical and festive, so feel free to add holiday-themed elements!
CR 1: Jolly Gift-Giver
Santa Claus (CR 1) Medium humanoid (human), neutral good
Armor Class 12 (red velvet suit) Hit Points 32 (5d8 + 10) Speed 30 ft.
STR 12 (+1) | DEX 10 (+0) | CON 14 (+2) | INT 12 (+1) | WIS 15 (+2) | CHA 16 (+3)
Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common
Special Traits
- Gift of Cheer: Friendly creatures within 10 feet gain advantage on saving throws against being frightened.
Actions
- Santa's Joyful Gift (Melee): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
CR 2: Festive Enchanter
Santa Claus (CR 2) Medium humanoid (human), neutral good
Armor Class 14 (red velvet suit, enchanted) Hit Points 45 (6d8 + 18) Speed 30 ft.
STR 12 (+1) | DEX 12 (+1) | CON 16 (+3) | INT 14 (+2) | WIS 16 (+3) | CHA 18 (+4)
Skills Perception +5, Persuasion +6 Senses darkvision 60 ft., passive Perception 15 Languages Common
Special Traits
- Gift of Enchantment: Once per turn, Santa can cast charm person without expending a spell slot.
Actions
- Santa's Enchanted Gift (Melee): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) bludgeoning damage. The target must succeed on a DC 14 Wisdom saving throw or be charmed until the end of Santa's next turn.
CR 5: Blizzard Bringer
Santa Claus (CR 5) Medium humanoid (human), neutral good
Armor Class 16 (enchanted ice armor) Hit Points 95 (10d8 + 45) Speed 30 ft.
STR 14 (+2) | DEX 12 (+1) | CON 18 (+4) | INT 16 (+3) | WIS 18 (+4) | CHA 20 (+5)
Skills Perception +7, Persuasion +8 Senses darkvision 60 ft., passive Perception 17 Languages Common
Special Traits
- Arctic Aura: All creatures within 10 feet of Santa have their speed reduced by 10 feet due to the chilling aura.
Actions
- Icy Gift (Melee): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) cold damage.
CR 10: Celestial Saint
Santa Claus (CR 10) Medium humanoid (celestial, human), neutral good
Armor Class 18 (celestial armor) Hit Points 150 (15d8 + 75) Speed 30 ft.
STR 18 (+4) | DEX 16 (+3) | CON 20 (+5) | INT 18 (+4) | WIS 20 (+5) | CHA 22 (+6)
Skills Perception +9, Persuasion +10 Senses darkvision 60 ft., passive Perception 19 Languages Celestial, Common
Special Traits
- Divine Presence: Friendly creatures within 30 feet have advantage on saving throws against being frightened and gain temporary hit points equal to Santa's Charisma modifier (minimum 1) at the start of their turns.
Actions
- Celestial Gift (Melee): Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 14 (4d6) radiant damage.
Feel free to adjust these stats based on your party's power level and the overall difficulty you want to provide. Enjoy your festive Santa Claus boss fights!