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R OBOT S ANTA

Large construct (SB9000), Chaotic Evil Armor Class 17 (natural armor)


Hit Points 231 (22d10 + 110)
Speed 30 ft., climb 20 ft.
STR 24 (+7) DEX 11 (+0) CON 21 (+5) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
Saving Throws Str +12, Con +10, Cha +6
Skills Arcana +6, Athletics +12, Deception +6, History +6, Insight +11, Intimidation +11, Investigation +6,
Perception +11, Religion +6, Stealth +5
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not
made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages speaks common, but understands many common languages, telepathy 75 ft.
Challenge 14 (11,500 XP)
Immutable Form. Santa-Bot is immune to any spell or effect that would alter its form.
Magic Resistance.
Santa-Bot has advantage on saving throws against spells and other magical effects.
Magic Weapons.
Santa-Bot's weapon attacks are magical.
Insanity. Robot Santa has strayed far from his original programming, and sometimes can be tricked or cajoled into doing
something foolish.
Berserk. Whenever the Robot Santa starts its turn with 25 hit points or fewer, OR if his holiday plans have been
sabotaged, roll a d6. On a 5-6, the Robot Santa goes berserk. On each of its turns while berserk, the Robot Santa attacks
the nearest creature it can see. If no creature is near enough to move to and attack, the Robot Santa attacks an object,
with preference for an object smaller than itself. Once the Robot Santa goes berserk, it continues to do so until it is
destroyed or regains over 30 hit points. Berserk also ends if there is nobody or nothing moving within 100 feet of Santa-
Bot.
Mucho Equipment. Santa-Bot has a flying sleigh, flying robot reindeer, automatic weaponry, a "secret" north pole base,
and access to a workshop with slave labor. But 95% of the products created in the workshop seem to be weapons,
bombs, and ammunition, rather than toys. But occasionally he will produce a gift and give it to someone in one round, and
then attacking again the next round.
Limitations. Fortunately, Santa-Bot seems to come out in public annually for a few days leading up to annual year-end
holidays, solstices, etc. Also he has few allies, such as Kwanza-Bot and the Chanukah Zombie. He has a battalion of
slave "elves" that work for him, and could somehow be exploited by his enemies.

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.

Proficiency: Santa-bot can fly vehicles and craft items.


K WANZA-B OT
Large construct (KB5000), Neutral Armor Class 14 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft., climb 15 ft.
STR 20 (+5) DEX 9 (-1) CON 18 (+4) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
Saving Throws Str +9, Con +8, Cha +5
Skills Arcana +5, Athletics +9, History +5, Insight +9, Intimidation +5, Nature +5, Performance +9,
Religion +5

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

Multiattack. Kwanza-Bot makes two slam attacks.


Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must
succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The
target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other
magic.
Haste (Recharge 5-6). Until the end of its next turn, Kwanza-Bot magically gains a +2 bonus to its AC, has advantage on Dexterity
saving throws, and can use its slam attack as a bonus action.

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.

Fortunately for you, he is not a complete psycho like Santa-Bot.


C HANUKAH Z OMBIE Large undead (CZ4000), Lawful Evil (CZ for short)
Armor Class 19 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft., climb 5 ft.

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)

Fist. Hit 2d8+5


Spellcasting. C.Z. is a 13-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).

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.

R E A CT I O NS Detect. C.Z. makes a Wisdom (Perception) check.

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.

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