Male human druid (arctic) 13/cleric 5/rogue 2
NG Medium humanoid (human)
Init: +4 (+10 in cold terrain); Senses: Perception +22
AC: 23, touch 10, flat-footed 23 (+8 armor, +5 natural)
hp: 186 (20 HD)
Fort +21, Ref +12, Will +26
Defensive Abilities: Arctic endurance, evasion; Immune: Aging; Resist: Cold 5, fire 5
Speed: 30 ft.
Melee: Santa’s staff of animals +15/+10/+5 (1d6+2)
Special Attacks: Channel positive energy (7/day, 3d6, DC 16), sneak attack +1d6, wild shape (4/day; beast shape III, elemental body III, plant shape II)
Combat Gear: Bag of tricks (tan), restorative ointment (3), Santa’s staff of animals
Spell-Like Abilities (CL 5th, concentration +13):
At will – Clairaudience/clairvoyance
16 rounds/day – Speak with animals
11/day – Lore keeper (+23), touch of good (+2)
Cleric Spells Prepared (CL 5th, concentration +13):
3rd – Magic circle against evilD, magic vestment, remove curse, water walk
2nd – Calm emotions (DC 20), detect thoughtsD, make whole, resist energy, shield other
1st – Command (DC 19), detect evil, protection from evilD, remove fear, sanctuary (DC 19), shield of faith
0 (at will) – Create water, detect magic, guidance, resistance
D Domain spell. Domains: Good, Knowledge
Druid Spells Prepared (CL 13th, concentration +21, +15 melee touch):
7th – Animal shapesD, heal (DC 25), true seeing
6th – Antilife shellD, find the path, mass cure light wounds (DC 24), transport via plants
5th – Awaken, beast shape III (animals only)D, control winds (DC 23), tree stride (2)
4th – Cure serious wounds (2, DC 22), dispel magic, freedom of movement (2), summon nature’s ally IVD
3rd – Cure moderate wounds (DC 21), dominate animalD (DC 21), neutralize poison (DC 21), protection from elements, remove disease, sleet storm, summon nature’s ally III
2nd – Barkskin, hold animalD (2, DC 20), lesser restoration, reduce animal, wood shape (2)
1st – Calm animalsD (DC 19), charm animal (DC 19), detect animals or plants, hide from animals, obscuring mist (2), pass without trace
0 (at will) – Detect poison, know direction, mending, purify food and drink
D Domain spell. Domain: Animal
Str 14, Dex 10, Con 16, Int 13, Wis 26, Cha 18
Base Atk: +13; CMB: +15 (+17 disarm); CMD: 25 (27 vs. disarm)
Feats: Combat Casting, Combat Expertise, Craft Staff, Craft Wondrous Item, Great Fortitude, Improved Disarm, Improved Initiative, Iron Will, Leadership, Natural Spell, Toughness
Skills: Craft (toys) +15, Diplomacy +18, Disable Device +7, Handle Animal +18, Knowledge (geography) +15 (+21 in cold terrain), Knowledge (nature) +17, Perception +22 (+28 in cold terrain), Profession (teamster) +13, Stealth +14 (+20 in cold terrain, +27 in flurry form), Survival +24 (+30 in cold terrain)
Gear: Belt of control weather (3/day, CL 20th), boots of spider climbing (as the slippers), bracers of armor +8, cloak of resistance +4, flying sleigh (as 6 ft. by 9 ft. carpet of flying, needs reindeer for steering), hat of inspired wisdom +6 (as the headband), amulet of natural armor +5, sack of holding (as bag type 4, holds about 9,000 gp worth of toys and minor protective, healing, or nonviolent magic items), vest of weather resistance (provides cold and fire resistance 5).
Languages: Common, Druidic, Gnome; truespeech
SQ: Arctic native, flurry form, holiday spirit, icewalking, nature bond (Animal domain), nature sense, rogue talent (ledge walker), snowcaster, spontaneous casting (cure, summon nature’s ally), trapfinding +1, wild empathy +17
Animal Domain: Santa Claus does not currently have an animal companion. All of his reindeer have been awakened and do not count as animal companions (they are now magical beasts instead of animals). He may acquire a new animal companion if he feels the need.
Holiday Spirit (Su/Sp): Santa Claus is filled with holy power, granting him the truespeech ability (as tongues), immunity to aging, a +2 bonus to all his ability scores, and the ability to use clairaudience/clairvoyance at will as a spell-like ability.
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:
• animal trance (1 charge)
• calm animals (1 charge)
• charm animal (1 charge)
• dominate animal (1 charge)
• hide from animals (1 charge)
• speak with animals (1 charge)
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.
Low CR: Although he is a 20th-level character, Santa Claus is not optimized for combat. His CR is lower than most characters of his Hit Dice.
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.
Santa’s sleigh is pulled by a team of eight awakened reindeer: Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, and Blitzen. Some say he has a ninth reindeer whose muzzle glows as brightly as a daylight spell; these claims are unconfirmed.
In addition, Santa has several companions, including the Krampus (LN male troll barbarian 10), 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.