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A CT I O NS
Multiattack. Santa-Bot makes two slam attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.
B O NU S A C TI ON S
Scammer Hatred. The Robot Santa has advantage on melee attack rolls, and does 2d6 extra force damage against any
creature that lies, cheats, defrauds, spams, or commits false advertising.
Vicious Brute. The Robot Santa makes two ranged attacks.
Missile Weapon. Shot 2d12
R E A C TIO NS
Semi-Divine Awareness. The Robot Santa knows if it hears a lie. Santa-Bot knows if
kids have been naughty or nice.
He punishes, attacks, and/or kills evil kids. Also, he punishes good kids so they will be
intimidated into doing even better for next year's list.
Damage Vulnerabilities piercing (has been taken out of combat by stinging insects)
Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands many languages, speaks in common.
Challenge 9 (5,000 XP)
Immutable Form. Kwanza-Bot is immune to any spell or effect that would alter its form.
Magic Resistance. Kwanza-Bot has advantage on saving throws against spells and other magical effects.
Magic Weapons. Kwanza-Bot's weapon attacks are magical.
Siege Monster. The KBot deals double damage to objects and structures. Can easily bend bars, lift gates, and break thru walls.
Equipment. Kbot has a flying canoe, bag of holding, and advanced weaponry. Also he carries the literature and candles needed to
celebrate holidays correctly.
Proficiency. Kbot can fly vehicles, teach, sing, and craft items.
A CT I O NS
B O NUS A CT I O NS
Berserk. Whenever the KBot starts its turn with 20 hit points or fewer, OR if someone has dissed Kwanzaa or the Traditions, roll a d6.
On a 5-6, the KBot goes berserk. On each of its turns while berserk, the KBot attacks the nearest creature it can see. If no creature is
near enough to move to and attack, the KBot attacks an object, with preference for an object smaller than itself. Once the KBot goes
berserk, it continues to do so until it is destroyed or regains all its hit points. The frenzy can also end if nobody or nothing is moving
within 75 feet of Kbot.
Scammer Hatred. K-Bobot has advantage on melee attack rolls, and does 2d6 extra force damage against any creature that lies,
cheats, defrauds, spams, or commits false advertising.
R E A CT I O NS
Traditions. The KBot knows if it hears a lie, and is also aware if a being within 75 feet has been mocking, flouting, or subverting correct
holiday traditions.
STR 18 (+4) DEX 12 (+1) CON 22 (+6) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
Saving Throws Str +8, Con +10, Cha +5
Skills Arcana +5, Deception +5, History +5, Insight +5, Intimidation +5, Investigation +5,
Perception +9, Religion +9, Stealth +5, Survival +5
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, cold, necrotic, psychic, slashing
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 75 ft., truesight 15 ft., passive Perception 19
Languages understands many languages, speaks common.
Challenge 9 (5,000 XP)
Cantrips Thaumaturgy, Toll Dead 1st level Bane, Destroy Water, Detect Evil/Good
2nd level Hold Person, Silence, Blindness 3rd level Bestow Curse, Speak w/Dead, Spirit Guardians.
Berserk. Whenever C.Z. starts its turn with 20 hit points or fewer, or when Traditions have been mocked or flouted, roll a d6. On a 5-6,
C.Z. goes berserk. On each of its turns while berserk, C.Z. attacks the nearest creature it can see. If no creature is near enough to
move to and attack, C.Z. attacks an object, with preference for an object smaller than itself. Once C.Z. goes berserk, it continues to do
so until it is destroyed or regains at least 30 hit points. The frenzy may also end if nobody and nothing within 75 feet of CZ is moving
anymore.
Fear Aura.
Any creature hostile to C.Z. that starts its turn within ??? feet of C.Z. must make a DC ??? Wisdom saving throw, unless C.Z. is
incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the
creature is immune to C.Z.'s Fear Aura for the next 24 hours.
Frightful Presence. Each creature of C.Z.'s choice that is within 120 feet of C.Z. and aware of it must succeed on a DC ??? Wisdom
saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to C.Z.'s Frightful
Presence for the next 24 hours.
Life Drain. Melee Spell Attack: +??? to hit, reach ??? ft., one creature. Hit: [???D??? + ???] necrotic damage. The target must
succeed on a DC ??? Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This
reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Read Thoughts. C.Z. magically reads the surface thoughts of one creature within ??? ft. of it. The effect can penetrate barriers, but 3
ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, C.Z. can continue
reading its thoughts, as long as C.Z.'s concentration isn't broken (as if concentrating on a
spell). While reading the target's mind, C.Z. has advantage on Wisdom (Insight) and
Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Sunlight Sensitivity. Outside the holiday season, while in sunlight, C.Z. has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
His fervor takes this weakness away around Chanukah.
Undead Fortitude. If damage reduces C.Z. to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a
critical hit. On a success, C.Z. drops to 1 hit point instead.
Turn Resistance. During the holiday season, C.Z. has advantage on saving throws
against any effect that turns undead.
A CT I O NS : Missile Weapon. Shot 2d12 Proficiency: CZ can fly vehicles and craft items.
B O NUS A CT I O NS Divine Awareness. C.Z. knows if it hears a lie. Also has a sense to know what is kosher, treif, or unclean.
He can smell it on your breath, and knows if you been טו בor ;ר;עעSo be טו בfor טו ב ל ב בsake.
Equipment. Cha.Zombie has a Torah-approved flying craft. Also has access to some sort of workshop, and alchemy.
CZ has his own list of things to check for on the specific 8 days in holiday season. Lucky for you, he is not as psycho as Santa-Bot.
Scammer Hatred. K-Bobot has advantage on melee attack rolls, and does 2d6 extra force damage against any creature that lies,
cheats, defrauds, spams, or commits false advertising.