Joulupukki or Santa Claus’s workshop is situated in Korvatunturi. He knocks on the front door during the Christmas eve celebration. When he comes in, his first words are traditionally “Onkos täällä kilttejä lapsia?” (Are there (any) nice children here?)
He usually wears warm red clothes, uses a walking stick, and travels in a sleigh driven by a number of reindeer. Rudolph is Joulupukki’s lead reindeer. Joulupukki has a wife, Joulumuori.
Joulupukki’s Dark Side?
Popular radio programs from the year 1927 onwards probably had great influence in reformatting the concept with the Santa-like costume, reindeer and Korvatunturi (Mount Ear, near Polar Circle) as its dwelling place. Because there really are reindeer in Finland, and Finns live up North, the popular American cult took root in Finland very fast. Maybe some caring soul decided that Joulupukki is just too scary for little kids.
Today, Finland is one of the few countries where kids actually see Father Christmas in the act of delivering the presents.
The Night Before Christmas (1905 film)
The Night Before Christmas is a 1905 American silent short film directed by Edwin S. Porter for the Edison Manufacturing Company. It closely follows Clement Clarke Moore’s 1823 poem Twas the Night Before Christmas, and was the first film production of the poem.
Originally Posted by
Shade of the En World forums.
|Medium outsider (Native)|
|Hit Dice||22d8+154 (253 hp)|
|Speed||30 ft. (6 squares)|
|Armor Class||33 (+1 Dexterity, +12 natural, +10 deflection), touch 21, flat-footed 32|
|Attack||Toy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)|
|Full Attack||Toy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)|
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Gift throwing, spell-like abilities, toy soldier|
|Special Qualities||Darkvision 60 ft., gonna find out who’s naughty or nice, hopelessness, item master, jolly aura, Santa’s bag, squeeze, unearthly grace|
|Saves||Fort +28, Ref +24, Will +27|
|Abilities||Strength 14, Dexterity 12, Constitution 25, Intelligence 20, Wisdom 19, Charisma 30|
|Skills||Appraise +30 (+34 for alchemical items, confectionary items, toys, or wooden items), Craft (alchemy) +30, Craft (confectionary) +30, Craft (toymaking) +44, Craft (woodworking) +30, Diplomacy +36, Escape Artist +20, Handle Animal +29, Hide +3, Knowledge (Geography) +30, Knowledge (local) +30, Listen +29, Move Silently +28, Ride +5, Sense Motive +31, Sleight of Hand +20, Survival +4 (+8 to keep from getting lost or avoid natural hazards), Rope Use+1 (+3 bindings)|
|Feats||Animal Affinity, Epic Skill Focus (Craft [toymaking]), Improved Initiative, Negotiator, Quick Draw, Quicken Spell-Like Ability (knock), Skill Focus (Craft [toymaking]), Stealthy|
|Environment||The North Pole|
|Organization||Solitary, team (Santa and his 9 reindeer), or workshop (Santa plus 10-100 toymaker elves, plus 1 3rd level expert overseer per 10 adults)|
|Treasure||Standard coins (chocolate only); quintuple goods; quintuple items|
Dressed in red and white fur from head to foot, this plump, chubby man is covered with ashes and soot. With rosy cheeks, cherry nose, and a beard as white as snow, his round face
is jolly and his eyes seem to glow. A large velvet sack, bulging with contents of all shapes and sizes, is slung over his back.
Santa Claus is a legendary figure in many cultures, known to bring gifts to children of all ages on one special night. Santa is a jolly, good-natured fellow who delights in the merriment he brings to the children of the world.
Santa makes his lair in a great workshop in the northernmost pole of the world. The size of a small city, this workshop bustles with the activity of numerous elves crafting toys year-round.
Santa commands a team of nine flying reindeer which pull his magical sleigh through the skies at great speeds. He possesses a magical sack that can hold a world’s worth of trinkets, producing just the right one with a mere command.
Santa is 6 feet tall and weighs 300 pounds.
Santa speaks Common.
Santa Claus prefers to avoid fights, instead reminding would-be aggressors of the consequences of their naughty behavior. If given no other option, Santa can wield his oversized toy-filled sack as a mighty bludgeon with surprising agility, or can toss presents at ranged foes.
Gift Throwing (Ex): Santa can hurl gifts weighing up to 20 pounds each (Tiny objects) up to five range increments. The range increment is 20 feet for Santa’s thrown gifts.
Gonna Find Out Who’s Naughty or Nice (Su): At all times, Santa knows when any sentient creature on the Material Plane is asleep or awake, and whether they’ve been naughty or nice. This functions as an Augury spell, with 100% success and with naughty replacing woe and nice replacing weal. This ability is always active, requires no action on Santa’s part, and can be blocked by nothing short of divine intervention.
Hopelessness (Su): Any creature that successfully attacks Santa becomes catatonic for 1d6 rounds, taking no actions but defending itself normally. Thereafter, the creature takes a -2 morale penalty to all attack rolls, skill checks, and ability checks since it realizes it will never get a present from Santa again. Evil creatures are allowed a DC 31 Will save to negate the effect. This penalty may only be removed with an Atonement, wish, or miracle spell. The save DC is Charisma-based.
Item Master (Ex): Santa Claus can use any magic item, even spell completion items such as wands or scrolls. He can also create any item or construct as though he had the necessary feats and prerequisite spells or other requirements.
Jolly Aura (Su): Santa Claus exudes a supernatural aura of peace and tranquility. Any creature within 120 feet must make a DC 31 Will save or be affected as though by a calm emotions spell (CL 22nd). If Santa attacks, it ends this effect for the target of the attack only. This is a mind-affecting compulsion effect, and the save DC is Charisma-based.
Santa’s Bag: This major artifact appears as a large, red velvet sack with a drawstring of golden braided rope. It functions as a bag of holding, except it has no volume limit nor can it be harmed by sharp objects. As more objects are added within, it appears to swell with the items, but never changes weight nor limits Santa’s movement.
Caster level 20th.
Squeeze (Su): Santa can squeeze through seemingly impossible portals, such as tight chimneys. As a move action, Santa (and any gear he carries) can pass through an opening as if he were a Fine creature. Santa must end his movement in an region large enough to hold a Tiny creature, but he can take no actions other than movement unless he is in an area large enough that a Tiny creature could normally squeeze through.
Toy Soldier (Ex): Santa may wield his large sack of toys as a two-handed melee weapon, dealing 1d10 points of bludgeoning damage with a hit.
Unearthly Grace (Su): Santa adds his Charisma modifier as a bonus on all his saving throws and as a deflection bonus to his Armor Class.
This major artifact is a Huge vehicle, capable of holding 1 driver and four passengers. If pulled by flying creatures, it glides through the air as if weightless. Santa’s sleigh has unlimited carrying capacity. It can be steered with a successful Handle Animal check, and moves at the speed of Santa’s reindeer. As a major artifact, it is nearly indestructible. Santa’s sleigh provides cover to its driver and passengers.
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)
Santa often creates magic items that appear as toys. Some examples follow.
Elven Rollerskates: These skates increase the wearer’s base land speed by 10 feet and grant a +5 competence bonus on Move Silently checks.
Irresistible Teddy Bear: Any creature within 30 feet that sees this item must succeed on DC 11 Will save or do nothing except hug the teddy bear for 1d10 rounds.
Floating Jellybaby: This is essentially a potion of levitate, except, until consumed, it floats approximately 3 feet above the ground at all times and remains level, accompany the owner at a rate of no more than the owner’s normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and its owner.
|Toymaker Elf, 1st-Level Expert|
|Small humanoid (Elf)|
|Hit Dice||1d6 (3 hp)|
|Speed||20 ft. (4 squares)|
|13 (+1 size, +2 Dexterity), touch 12, flat-footed 11|
|Attack||short sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)|
|Full Attack||short sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)|
|Space/Reach||5 ft./5 ft.|
|Toymaker elf traits|
Ref +2, Will +1
Dexterity 14, Constitution 9, Intelligence 15, Wisdom 8, Charisma 9
|Skills||Appraise +6, Craft (toymaking) +11, Disable
Device +6, Hide +10, Listen +5, Move
Silently +6, Search +4, Spot +5, Use
Magic Device +3
Focus (Craft [toymaking])
pair, or assembly line (10-100)
Toymaker Elf Traits
(Ex): Toymaker elves possess the following racial traits.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
* A toymaker elf’s base land speed is 20 feet.
* Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* +2 racial bonus on Craft (toymaking) checks.
* Automatic Languages: Common, Elven.
Bonus Languages: Draconic, Gnome, Sylvan.
* Favored Class: Expert.
Originally appeared in Imagine Magazine #21 (1984).
|Hit Dice||12d10+12 (78 hp)|
|Speed||40 ft. (8 squares), fly 60 ft. (good)|
|14 (+1 Dexterity, +3 natural), touch 11, flat-footed 13|
|Attack||Gore +13 melee (1d4+1)|
|Full Attack||Gore +13 melee (1d4+1)|
|Space/Reach||5 ft./5 ft.|
|Low-Light Vision, Scent, silent hooves, tireless travel|
|Saves||Fort +9, Ref +9, Will +4|
|Abilities||Strength 13, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 11, Charisma 10|
|Skills||Listen +17, Spot +17|
|Feats||Alertness, Dodge, Endurance, Flyby Attack, Mobility, Run|
|Alignment||Always neutral good|
Santa’s sleigh is pulled by a team of flying reindeer: Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, Blitzen and Rudolph. Rudolph’s muzzle glows as brightly as a daylight spell.
Santa’s reindeer speak Common and Elven.
Tireless Travel (Su): Santa’s reindeer can travel any distance in a single night without tiring. Afterwards, they are exhausted, and must rest for at least a week to remove this condition.
Rudolph has the following additional ability…
Nose that Glows (Su): Rudolph’s nose sheds reddish light of variable intensity. As a free action, Rudolph may change the intensity of this light from as dim as a candle to as bright as daylight. As a move action, he may cover his nose with dirt or soot to extinguish its light altogether.
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.
In addition, Santa has several companions, including the Krampus, 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.