mm Father Critmas homebrew.jpg

FAther Critmas

Large Humanoid (Half-Giant), Lawful Good

Armour Class: 15 (Fur and Patchwork armour)
Hit Points:
138 (12D12 +60)
30 ft.

STR Dex con int wis Cha

23 (+6) 9 (-1) 21 (+5) 12 (+1) 16 (+3) 16 (+3)

Saving Throws: Con +8, Wis +7, Cha +7
Medicine +7 , Nature +5, Perception +7
Damage Resistances: Frost
Condition Immunities:
Truesight 120ft, Passive Perception 13
All, Telepathy 120ft
10 (5,900xp)

Innate Spellcasting: Father Critmas’ spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At Will: Detect Evil and Good, Druidcraft, Misty Step (to step through narrow chimneys), Nondetection (self only).
3/day each: Conjure Woodland Beings (Can summon up to 8 goblins which take the form of Helper Elves (or Helper Gnomes) with a Lawful Good alignment), Find Steed (summons an Elk that has a flying speed of 60ft), Haste, Heroism, Heroes Feast.
1/day each: Time Stop, Wish (Can grant the wish of a Lawful Good child only).
Magic Resistance:
Father Critmas has advantage on saving throws against spells and other magical effects.
Magic Sack:
Father Critmas carries a bag of holding with him at all times. Any items stored within do not count as part of the wielder’s carrying capacity if the item inside is intended to be given to someone else.
The sack also can be used to cast the Goodberry spell once per long rest, with the berries taking the form of mulled wine, cocoa, cookies, mince pies or other winter treats.
Naughty List:
Father Critmas always knows if it hears a lie.
Time Dilation Aura: Father Critmas innately produces a time altering aura around him. He and all creatures that start their turn within 120 feet of Father Critmas count as under the effects of this aura. Whilst in the aura, time stops or moves incredibly slowly relative to those outside it. Conceivably, someone could travel 1,800 miles per second in a single evening!
Wintery Weapons: Father Critmas’ weapons count as magical. When Father Critmas hits with any weapon, the weapon deals an extra 2D8 frost damage to creatures of an evil alignment.


Multiattack: Father Critmas makes two melee attacks with his candy-cane war-hammer.
Candy-cane war-hammer: Melee Weapon attack: +10 to hit, reach 5ft. One target. Hit: 21 (4D6+ 6) Bludgeoning damage.
Toy Longbow: Ranged Weapon attack: +3 to hit, range 150/600ft. One target. Hit: 9 (2D6+ 3) Piercing damage.

Legendary Actions

Father Critmas can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. Father Critmas regains spend legendary actions at the start of his turn.

Coal (Costs 3 actions): Choose One creature of an Evil Alignment, a creature that has attacked Father Critmas last turn, or has lied within 120 feet of Father Critmas within the last minute. If this creature is within 60 feet of Father Critmas, he can give them the gift of coal. This creature must make a DC15 Constitution saving throw if Father Critmas isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified and turns to coal. Otherwise a creature that fails the save begins to turn to coal and is restrained. The restrained creature must repeat the saving throw again next turn, becoming petrified on a failure, or ending the effect on a success.
Father Critmas can drop D6 magical weapons at his feet if there is noone standing within 5 feet of him. These weapons are randomly selected and count as +2 magic items. They take the form of enormous pieces of candy. These pieces of candy dissolve after 24 hours, or crack after they critically hit.
Sack (Costs 2 actions):
Choose one creature within 5 feet of Father Critmas. This creature needs to make a DC 15 Dexterity saving throw as Father Critmas drops his bottomless sack over their head. On a failure, the target creature is blinded and restrained inside the magical sack, and has total cover against attacks and other effects outside the sack. At the start of each of their subsequent turns, they may repeat the saving throw to escape the sack, taking 4D6 bludgeoning damage with each failure as they are crushed under a mountain of toys. Creatures inside the sack are weightless to Father Critmas, and are unable to pierce the bag from the inside.
Father Critmas pulls a toy out of his sack which helps him in his fight. Roll a D3; on a 1, he summons a Toy Soldier (Animated Armor), on a 2, A Toy Sword (Flying Sword), or on a 3, a patchwork quilt (Rug of Smothering).