Sinterklaas

 

Large Outsider (evil, extraplanar)

Hit Dice:

45d8+765 (967 hp)

Initiative:

+10 (+2 Dex, +8 Superior Initiative)

Speed:

40 ft. (8 squares)

AC:

70 (-1 size, +2 Dex, +19 deflection, +40 natural) touch 30, flat-footed 68

Base Attack/Grapple:

+45/+59

Attack:

Slam +54

Full Attack:

2 slams +54 (2d8+15, 19-20/x2)

Space/Reach:

10 ft./10 ft.

Special Attacks:

Coal swap, home for the holidays, spell-like abilities

Special Qualities:

Abomination traits, damage reduction 20/epic and good and mithril, fast healing 20, hallmark, master of elves, rebuke children, regeneration 10, spell resistance 59, summon Ruprecht

Saves:

Fort +60, Ref +52, Will +56

Abilities:

Str 30, Dex 20, Con 44, Int 18, Wis 25, Cha 48

Skills:

Bluff +70, Concentration +59, Craft (toys) +52, Gather Information +67, Hide +50, Intimidate +68, Knowledge (arcana) +52, Knowledge (children) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Use Magic Device +67

Feats:

Combat Reflexes, Improved Critical (slam), Improved Initiative, Iron Will, Power Attack, Quicken Spell-like Ability (polar ray), Quicken Spell-like Ability (weird), Skill Focus (Bluff)

Epic Feats:

Epic Reflexes, Epic Will, Penetrate Damage Reduction (adamantine), Permanent Emanation (repulsion), Spell Stowaway (heal), Spell Stowaway (mass heal), Spellcasting Harrier, Superior Initiative

Climate/Terrain:

Any cold tundra

Organization:

Unique

Challenge Rating:

45

Treasure:

Triple Standard

Alignment:

Chaotic Evil

Advancement:

 

In the depths of the north of an unknown world there resides an ancient terror. Born of the conflict of good and evil, this foul spirit has been equated with devils, demons, and all sorts of vile races, but this beast is of none of their stock. He is the ancient Sinterklaas, and his existence is dependant on the presence of godly creatures and innocent children which he corrupts to his service and then consumes. Sinterklaas’ origins are shadowed with his own perturbations of the truth, but scholars think that he is the spirit of a miscarried or aborted messianic figure rejected at the last moment by his godly parent. It is this disconnection that causes him to consume the flesh of other children, though his power over elves has yet to be explained.

Some time in the ancient past, Sinterklaas was imprisoned in the northern extremes of some unknown world by a powerful god who had finally tired of the beast’s interference in the lives of innocents. It was a short task for such a powerful entity, but its days are long gone now, and its worship has long since dwindled. Now Sinterklaas runs free, though he can never stray far from his frigid abode. Once every year, however, Sinterklaas finds a rift in his conditional imprisonment and escapes to perform terrible deeds upon the world—corrupting children with his presence, enthralling elves, and sending his dark slave Knecht Ruprecht to drag such slaves back to his northern demesne—before he is drawn back to his frozen smithies and halls by his undying curse.

In the north, Sinterklaas uses the skill of enthralled elven smiths to craft magical and mundane items of all sorts, used later to entice all manner of people to his service. Such gifts have bought the welfare of kings and princes, and have brought about the fall of nations for the greed and disarray they inspire. The children he dismembers and pickles before eating, preferring the taste of old dead flesh over warm blood.

Very rarely are his activities uncovered, but such a discovery usually ends in bloodshed. Due to his primary disguise, Sinterklaas is all too often underestimated and attacked foolhardily before the truth of his power is revealed. His ability to send people right back home has a devastating effect on even the best laid plans, and his coal swap power has been known to shatter an attacking group’s unity and dynamic in seconds.

It is unknown exactly how to overcome the monster, as his enemies often target his dark slave thinking him to be the root of the evil spread by Sinterklaas’ foul presence. This is fine by Sinterklaas, as Ruprecht is merely a shadow of his own evil. Ruprecht can be summoned again as soon as the current embodiment is destroyed. This frustrating fact, coupled with Sinterklaas’ own terrifying powers, has led to the retreat of countless attempts to overthrow his dark throne and release his slaves from their bondage in his frozen halls.

Sinterklaas is difficult to find, difficult to approach, and difficult to engage in any sort of conflict. His ability to lie is unrivalled on most worlds, and he has convinced most people that he is an acutely good figure who loves children and seeks world happiness. This has caused turmoil for many adventurers who felt they knew a different truth, and many such people lose the support of their communities and even society as a whole once their intention of slaying Sinterklaas has been revealed. Sinterklaas uses this fact to his best advantage, turning entire kingdoms against his enemies before they take the first step towards his polar dens.

His lair is always somewhere in the vast and frozen north, and it is uncertain which world he now inhabits. Typically, Sinterklaas surrounds himself with his elven thralls and uses a number of child-slaves to deter powerful area-of-effect spells as well as the dire charge of epic fighters. His spell-like abilities alone are capable of thwarting attacks on his person and his halls. Coupled with his own terrible powers, Sinterklaas is never known to have suffered a defeat. He has only ever tired of one world or another, removing himself to a new world’s frozen north from whence he issues his dark power anew and begins the corruption of another innocent world.

Sinterklaas appears as a portly old man with a shaggy white beard and long hair. He is robed in blood-red garments and carries a great black sack filled with the coal he uses for his coal swap power. His face is porcelain-white and rosy-cheeked but still and eerily unmoving, though his brilliant green eyes dart incessantly back and forth. The truth is that he wears a mask dressed with a wig and a false beard. Beneath this disguise there is a foul dark-haired and horned monster of terror. Sinterklaas carries himself well, and only a few individuals know the truth of what lies beneath his false appearance. Those that do are usually in his service, and have no one to whom they can reveal their knowledge.

 

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

 

Coal Swap (Su): As a standard action, Sinterklaas can target one item in the possession of anyone within line of sight. The target item is allowed a Will save (DC 51) to resist being “swapped” with a piece of coal from Sinterklaas’s bag. If the save fails, the item is replaced with an identical item made from completely mundane coal, and the item itself appears inside Sinterklaas’s bag. Sinterklaas can use any item he swaps with this ability, and only requires a move action to retrieve it from his bag.

 

Dark Blessing (Su): Sinterklaas adds his Charisma modifier as a profane bonus to saving throws.

 

Hallmark Moments (Ex): Going home for the holidays is such a joyous occasion, and a truly happy memory for every creature that experiences it. Every time a creature fails its save against Sinterklaas’ Home for the Holiday’s ability, they receive a permanent -4 penalty to their saves against future uses of the ability either by Sinterklaas or his dark slave Ruprecht. This penalty cannot be removed, save by the direct action of a deity of at least intermediate status.

 

Home for the Holidays (Su): As a standard action, Sinterklaas can shoot a wink a single creature, inspiring a great yearning for comfortable places. If the target fails a Will save (DC 51), they are instantly shunted back to their native plane, specifically to the place where they spent the most time growing up. For each point by which the target fails their saving throw they will spend one round in ignorant jubilation, celebrating anything and everything as though in the height of the holiday season. They appear in the designated location dressed in winter clothes and a red “Santa” hat, and are provided with a bottle of rum-enriched eggnog. This effect works even if Sinterklaas is encountered by people on their own home plane, merely sending them back to the place where they spent the most time growing up as a child. If this effect is inapplicable (i.e. against constructs, or against people who were born and raised at the site of the encounter), then the victim suffers no side-effect from a failed save. More often than not, Sinterklaas will use his detect thoughts ability to discern the most applicable target for this ability. This ability is not a mind-affecting effect.

 

Master of Elves (Ex): As a result of his constant interference with the race of elves, Sinterklaas has a natural ability to render any elves his thralls. Elves within 100 feet of Sinterklaas must make a Will save (DC 51) or be affected as if by a dominate monster spell cast by a 45th level caster. Sinterklaas does not need line of sight, but he does need line of effect for this power to work. If Sinterklaas does have line of sight to an elf, this ability can function at a range of up to 900 feet.

 

Rebuke Children (Su): Sinterklaas is held in awe by any sentient being younger than the minimum adventuring age as well as any sentient being with an Intelligence of 10 or lower. Such beings are subject to Sinterklaas’s rebuking power. This ability functions identically to an evil cleric’s rebuke undead ability. Sinterklaas can implement this power 22 times per day with a +25 rebuke check and with rebuking damage equal to 2d6+64.

 

Regeneration: Sinterklaas takes normal damage from good, lawful weapons, spells with the good descriptor, or mundane mithril weapons made by elven experts.

 

Summon Ruprecht (Sp): Three times per day, Sinterklaas can summon his dark slave, Knecht Ruprecht. Stats for this creature can be found in this text.

 

Spell-like Abilities (Sp): At will—dominate person (DC 34), cone of cold (DC 34), detect thoughts (DC 30), fire shield (chill shield only), mount, repulsion (DC 35), greater scrying (DC 36), greater teleport (DC 36), polar ray, touch of idiocy (DC 31); 3/day—blasphemy (DC 32), weird (DC 33); 1/day—wish; caster level 45th. The save DCs are Charisma-based.

 

All Content Copyright ©2005 Joe's Tako Lounge