2 Cinnamon Pseudodragon The cinnamon pseudodragon was created from the wish spell cast by the Jolly Red Wizard for use as a less intimidating-looking familiar. The pseudodragon will help the Jolly Red Wizard with day to day tasks, such as making him hot chocolate and checking lists. The cinnamon pseudodragon also gives off a sweet scent. Cinnamon Pseudodragon Tiny dragon, neutral good Armor Class 13 (natural armor)

13 (natural armor) Hit Points 7 (2d4 + 2)

7 (2d4 + 2) Speed 15 ft., fly 60 ft. STR DEX CON INT WIS CHA 4 (-2) 15 (+2) 11 (+0) 12 (+1) 8 (-1) 12 (+1) Skills Perception +3, Stealth +4

Perception +3, Stealth +4 Senses blindsight 10ft., darkvision 60ft., passive Perception 13

blindsight 10ft., darkvision 60ft., passive Perception 13 Languages understands Common and Draconic but can't speak

understands Common and Draconic but can't speak Challenge 1/2 (100 XP) Keen Senses. The cinnamon pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance. The cinnamon pseudodragon has advantage on saving throws against spells and other magical effects. Limited Telepathy. The cinnamon pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) cold damage. Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 4 (1d4 + 2) plus 1 fire damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for one hour. If the saving throw fails by 5 or more, the target takes 1 (1d4 - 1) fire damage at the start of each of its turns until the poison's effects subsides.

3 Flying Reindeer Many flying reindeer can be found in the most northern parts of the world. Often found in small herds of about 8 - 10 reindeer, they have been domesticated by the Jolly Red Wizard to pull his sleigh through the winter sky. Rarely, a flying reindeer with be born with minor arcane abilities, similar to sorcerers. These arcane flying reindeer are only born once every few generations, each with a different arcane ability. The Jolly Red Wizard has one of these rare flying reindeer in his stables that he uses to see farther into the night and guide his sleigh. Arcane Flying Reindeer Medium beast, unaligned Armor Class 13

13 Hit Points 6 (1d8 + 2)

6 (1d8 + 2) Speed 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 7 (-2) Senses passive Perception 12

passive Perception 12 Languages understands common, but can't speak

understands common, but can't speak Challenge 1/8 (25 XP)

Charge. If the flying arcane flying reindeer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. With Your Nose So Bright. The arcane flying reindeer's nose glows a bright red, that sheds bright light in a 60-foot radius and sim light for an additional 60 feet. The light also clears all non-magical fog within its radius. Actions Ram. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Hooves. Melee Weapon Attack: +2 to hit, reach 5ft., one prone creature. Hit: 11 (2d8 + 2) bludgeoning damage. Arcane Beam (1/day). The arcane flying reindeer fires a magical beam from its glowing nose in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 7 (2d6) force damage on a failed save, or half as much on a successful one. Flying Reindeer Medium beast, unaligned Armor Class 13

13 Hit Points 6 (1d8 + 2)

6 (1d8 + 2) Speed 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 7 (-2) Senses passive Perception 12

passive Perception 12 Languages understands common, but can't speak

understands common, but can't speak Challenge 1/8 (25 XP)

Charge. If the flying reindeer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Hooves. Melee Weapon Attack: +2 to hit, reach 5ft., one prone creature. Hit: 11 (2d8 + 2) bludgeoning damage.

4 Golems Two popular holiday constructs for beginner golemancers are the gingerbread and the snowman golems. A golem can be created by using a manuel of golems (page 180 of the Dungeon Master's Guide). Use the table below to determine the cost and time needed to construct a golem. Golem Time Cost Gingerbread 5 days 4,000 gp Snowman 20 days 25,000 gp Gingerbread Golem Tiny construct, unaligned Armor Class 15

15 Hit Points 14 (4d4 + 4)

14 (4d4 + 4) Speed 35 ft. STR DEX CON INT WIS CHA 5 (-3) 20 (+5) 17 (+4) 3 (-4) 7 (-2) 3 (-4) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned.

charmed, exhaustion, frightened, paralyzed, petrified, poisoned. Senses darkvision 60 ft.,passive Perception 10

darkvision 60 ft.,passive Perception 10 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 1/2 (100 XP)

False Appearance. While the golem reamins motionless, it is indistinguishable from a normal gingerbread-man cookie. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are considered magical. Actions Multiattack. The golem makes two slam attacks or two gumdrop throw attacks. Slam. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage. Gumdrop Throw. Ranged Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Snowman Golem Medium construct, unaligned Armor Class 15 (natural armor)

15 (natural armor) Hit Points 64 (13d8 + 7)

64 (13d8 + 7) Speed 25 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 1 (-5) Damage Vulnerabilities fire

fire Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned.

charmed, exhaustion, frightened, paralyzed, petrified, poisoned. Senses darkvision 120 ft.,passive Perception 10

darkvision 120 ft.,passive Perception 10 Languages understands the languages of its creator but can't speak

understands the languages of its creator but can't speak Challenge 4 (700 XP)

False Appearance. While the golem reamins motionless, it is indistinguishable from a normal snowman. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are considered magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage. Freeze in Place. (Recharge 5-6) The golem targets one creature it can see within 10 feet of it and blows a freezing wind at its feet. The target must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 18 (4d8) cold damage and is frozen in place and its speed is reduced to zero until it uses its action to break free.

5 Holiday Helpers With so many gifts to give, the Jolly Red Wizard needs someone making them, so he hires the local gnome-like folk for assistance. Although they look like gnomes, they are more closely related to elves. Each of the helpers have different tasks, some make gifts, while others tend the reindeer stables. Holiday Toymaker Small humanoid (elf), chaotic good Armor Class 13 (leather armor)

13 (leather armor) Hit Points 14 (3d6 + 4)

14 (3d6 + 4) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 12 (+1) 10 (+0) 12 (+1) Skills History +2, Perception +2, Slight of Hand +4

History +2, Perception +2, Slight of Hand +4 Senses passive Perception 12

passive Perception 12 Languages Common, Elvish, Gnomish, Sylvan

Common, Elvish, Gnomish, Sylvan Challenge 1/4 (50 XP)

Fey Ancestry. The holiday toymaker has advantage on saving throws against being charmed, and magic can't put the holiday toymaker to sleep. Innate Spellcasting. The holiday toymaker's innate spellcasting ability is Intelligence (Spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, mending

2/day each: identify, unseen servant

1/day: animate objects Toymaker. The holiday toymaker can spend a short rest creating a simple toy or clockwork gadget using tinkers' tools. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) Holiday Stablehand Small humanoid (elf), chaotic good Armor Class 13 (leather armor)

13 (leather armor) Hit Points 14 (3d6 + 4)

14 (3d6 + 4) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 12 (+1) 10 (+0) 12 (+1) Skills Animal Handling +2, Perception +2, Persuasion +4

Animal Handling +2, Perception +2, Persuasion +4 Senses passive Perception 12

passive Perception 12 Languages Common, Elvish, Gnomish, Sylvan

Common, Elvish, Gnomish, Sylvan Challenge 1/4 (50 XP)

Fey Ancestry. The holiday stablehand has advantage on saving throws against being charmed, and magic can't put the holiday toymaker to sleep. Innate Spellcasting. The holiday stablehand's innate spellcasting ability is Intelligence (Spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, mage hand

2/day each: jump, fog cloud

1/day: animal messenger Beast Master (1/day). The holiday stablehand can use a small whistle to summon a flying reindeer that will appear in 1d4 turns. The reindeer flys in and lands in an unoccupied space within 60 feet of where it was summoned. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2)

6 The Jolly Red Wizard Living in the most northern regions of the world, the Jolly Red Wizard spreads joy and happiness across the world every year by giving gifts to those he deems worthy. Using powerful items enchanted with divination magics, he observes whole towns, cities, and civilizations. Those who are good are granted boons, usually small toys and knickknacks to children and useful tools and supplies to adults. Of Myth and Legend. Many believe the Jolly Red Wizard is a myth, something adults tell their children to make them behave. This is untrue and the Jolly Red Wizard will not give gifts to those who do not believe. Few have actually seen him and even less remember seeing him. World Traveler. Exactly how he travels the world in one night is unknown. However, it's possible he uses some kind of time stopping magic. He travels the world in a magic sleigh pulled by small herd of flying reindeer, keeping his gifts in a specially crafted, giant bag of holding. The Jolly Red Wizard Medium humanoid (human), neutral good Armor Class 15 (from magic suit)

15 (from magic suit) Hit Points 100 (18d8 + 19)

100 (18d8 + 19) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 22 (+6) Saving Throws Int +8, Cha +9

Int +8, Cha +9 Skills Animal Handling +12, Arcana +13, History +13, Insight +12, Stealth +17

Animal Handling +12, Arcana +13, History +13, Insight +12, Stealth +17 Damage Resistances cold (from suit)

cold (from suit) Senses passive Perception 19

passive Perception 19 Languages All

All Challenge 12 (8,400 XP)

Magic Resistance. The Jolly Red Wizard has advantage on saving throws against spells and other magical effects. Spellcasting. The Jolly Red Wizard is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The Jolly Red Wizard can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): create bonfire, mage hand, mending, pretidigitation, ray of frost

1st level (4 slots): detect magic, identify, mage armor, magic missile

2nd level (3 slots): detect thoughts, locate object, see invisibility

3rd level (3 slots): clairvoyance, nondetection, sleet storm

4th level (3 slots): arcane eye, hallucinatory terrain, stoneskin

5th level (3 slots): cone of cold, modify memory, scrying

6th level (2 slots): guards and wards, investure of ice

7th level (2 slots): mirage arcane, teleport

8th level (1 slot): control weather

9th level (1 slot): wish Actions Staff. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Tis' the Season! The Jolly Red Wizard pulls a present out of his bag, with the contents of the box being at the DM's discretion.

7 Winter Treant Winter treants are evergreen trees that have been awakened. They are generally peaceful, protecting any woodland creature or weary traveler that it comes across, but will protect its home forest from any that would destroy or otherwise harm it with its life. Winter Treant Huge plant, neutral good Armor Class 15 (natural armor)

15 (natural armor) Hit Points 110 (10d10 + 45)

110 (10d10 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 17 (+3) 10 (+0) 18 (+4) 14 (+2) Damage Resistances bludgeoning, piercing; cold

bludgeoning, piercing; cold Damage Vulnerabilities fire

fire Senses passive Perception 13

passive Perception 13 Languages Common, Druidic, Elvish , Sylvan

Common, Druidic, Elvish , Sylvan Challenge 5 (1,800 XP)

False Appearance. While the winter treant reamin motionless, it is indistinguishable from a normal tree. Siege Monster. The winter treant deals double damage to objects and structures. Actions Multiattack. The winter treant makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Giant Snowball. Melee Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 26 (4d10 + 4) bludgeoning damage and 4 (1d4+2) cold damage. Oh, Winter Treant (3/day). The winter treant magically lights up the end of its branches with red, green, and yellow lights. Any creature within 60 feet that can see the lights must succeed a DC 15 Wisdom saving throw or be charmed by the winter treant for one minute, repeating the saving throw at the start of each of its turns. The charm ends if the winter treant, or its allies, harms the target.

8 Magic Items Gifts aren't just for children! The Jolly Red Wizard will also hand out presents to good adventurers as well. Bauble of Plant Speak Wondrous item, uncommon When you hang this glittery ornament from a plant, you may speak with it as if through the speak with plants spell. Once you use this item, it can not be used again until the next dawn. Boots of the Jolly Red Wizard Wondrous item, legendary (requires attunement by a good aligned creature) These black leather boots have golden buckles adorned with arcane runes. While attuned to these boots, you have advantage on Dexterity (Stealth) checks and Dexterity (Acrobatics) checks for squeezing into small spaces. You also ignore all icy difficult terrain and become resistant to fire damage. The boots have 6 charges, and it regains all expended charges daily at dawn. While wearing the boots, you can use an action to expend some of its charges to cast one of the following spells: Levitate (2 charges)

Fly (3 charges)

Tenser's Floating Disk (1 charge) Chestnut of Roasting Wondrous item, uncommon When you cast a spell that does fire damage, you can use this item as an extra material component. When you do so, the spell does an additional 2d4 fire damage and the item is consumed. Also, it makes all targets affected by the spell smell like roasted chestnuts. Deck of Merry Things Wondrous item, uncommon This wooden box contains a deck of paper playing cards. A full deck has 30 cards. The magic functions only if the deck is shuffled and the cards are drawn at random. You can use an action to draw a card from the deck. A mundane item is conjured from the deck and will last for one hour or until the card's magic is dispelled. Once five cards have been drawn from the deck, you can not pull from it again until the next dawn. Playing Card Item Ace of Spades One dozen freshly baked cookies King of Spades A pot of poinsettias Queen of Spades A silver bell Jack of Spades Black leather belt with a large buckle Ten of Spades Sprig of mistletoe Nine of Spades A red and white striped wooden cane Eight of Spades A handful of pine needles Ace of Clubs A glass of cold milk King of Clubs An ornate snowglobe of elvish design Queen of Clubs A green silk robe Jack of Clubs Black top hat Ten of Clubs Music box Nine of Clubs A snowball Eight of Clubs A lump of coal Ace of Hearts A fruitcake King of Hearts A clay spinning top Queen of Hearts A small tree decoration Jack of Hearts Cuffed leather boots Ten of Hearts A fake white beard Nine of Hearts A wooden toy soldier Eight of Hearts A broken wooden toy soldier Ace of Diamonds Bottle of eggnog King of Diamonds Golden candlestick Queen of Diamonds Glass snowflake Jack of Diamonds A plush monster toy Ten of Diamonds A red stocking with your name on it Nine of Diamonds A picture book for children Eight of Diamonds Socks Joker (2) Jack-in-the-Box Fireheart's Fingers Wondrous item, uncommon (requires attunement) While wearing these deep-red, furred gloves, you deal an additional 1d4 fire damage to any target you hit with an unarmed strike. In addition, you are unaffected by temperatures as low as -10 degrees Fahrenheit.