Mrs. Claus
Mrs. Claus — The Encounter
The Yule Mother who tallies the wicked and swings the bell · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Mrs. Claus
Long before the gift-bringer was given a kindly face, the midwinter visitors came in pairs: one to reward, one to reckon. She is the reckoner. In the old hearth-tales she keeps the Naughty List, a tally folded into her apron, and walks the frozen roads on the longest night marking those who hoarded, cheated, or struck the weak through the failing year. To the dutiful she leaves warmth and bread; to the wicked she brings the switch and the bell. The maul she carries is no toy but a smith-forged tongue of a great chapel bell, and when it tolls against a guilty skull the sound is said to follow the victim into their dreams. She does not rage and she does not gloat. She simply arrives, settles the account, and moves on to the next door, her boots leaving no mark in the deepest snow.
Run Mrs. Claus in Sixty Seconds
- Mark first. On round one tag your deadliest enemy with Naughty List; she gets advantage and bonus cold against that one target every round.
- Open with the maul. Two swings on the marked foe, then bank Switch for when a striker tags the ally beside her.
- Kill-priority is the mark. She is single-target by design; if the mark drops she re-tags the next-worst on her turn for free.
- Use the slow. Frost Toss drags runners back into her reach and softens kiters before they escape.
- Three ways to run her: a folkloric hunter beside a Yule boss, a lone reckoner ambushing a 'guilty' party on a snow road, or paired with Krampen as a two-piece naughty-list patrol.
Mrs. Claus
Medium humanoid (human), lawful neutral
CR 2 · 450 XP · GUIDELINENaughty List. Signature. At the start of combat, Mrs. Claus silently marks the creature that has dealt the most harm. She has advantage on attack rolls against the marked creature, and the first time each round she hits it, the target also takes 3 (1d6) extra cold damage. If the marked creature drops, she marks the next-worst offender on her following turn (no action).
Hearthwarded. Mrs. Claus has advantage on saving throws against being frightened, and any ally within 10 ft. of her has advantage on saves against being frightened.
Actions
Multiattack. Mrs. Claus makes two attacks with her tolling maul.
Tolling Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or have disadvantage on its next attack roll as the bell rings in its skull.
Frost Toss. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d4+2) cold damage, and if the target is Large or smaller its speed is reduced by 10 ft. until the end of its next turn (a hurled lump of packed hearth-ice).
Bonus Actions & Reactions
Switch (Reaction). When a creature she can see hits an ally within 5 ft. of her, Mrs. Claus strikes it with a birch switch: the attacker takes 4 (1d8) bludgeoning damage.
A red-clad Yule Mother in fur-trimmed leathers and a pointed cap braces a long bell-headed maul over one shoulder, eyes already tallying who has been good and who has not.
Mrs. Claus, Bound
Companion · acts on your initiative
Bound · GUIDELINEBound to the List (signature). Mrs. Claus will only strike creatures Mrs. Claus has marked with Naughty List, or any creature that has harmed her this combat. Against such foes its attacks deal an extra 2 (1d4) damage.
Actions
Rattling Chains. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) slashing damage, and the target must succeed on a DC 11 Strength save or be pulled 5 ft. toward Mrs. Claus.
Reactions
Drag to Account. When Mrs. Claus hits a creature within 10 ft. of Mrs. Claus, it may use its reaction to make that creature drop prone on a failed DC 11 Strength save.
A horned, chain-laden warden of the old reckoning, leashed to the Yule Mother's tally and loosed only on the guilty.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by marking the heaviest-hitting PC with Naughty List, then close and swing the maul twice with advantage on it. Hold Switch for the moment a striker hits your nearest ally. Kill-priority is whoever you marked; she is a focus-fire skirmisher, so pair her with a bigger flagship threat that pins the party while she picks off the marked target.
Run identically but tougher: mark, advantage-strike, and let the Naughty List bonus cold damage stack each round on one victim. Use Frost Toss to slow a fleeing target back into reach. Best deployed as the off-tank's hunter beside a tier-appropriate boss who anchors the front line.
She becomes a relentless assassin add: each round she re-marks the worst offender and the cold rider punishes them hard. Switch and the maul's disadvantage rider blunt the party's biggest swing. Keep her glued to a true legendary boss; she is the piece that runs down stragglers, never the centerpiece.
Put Mrs. Claus on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Mrs. Claus?
Her home statline is CR 2 (450 XP), a Tier 1 skirmisher built for parties of levels 1-4. The block scales cleanly to CR 6 (Tier 2) and CR 11 (Tier 3) using the tier table; traits and actions stay identical, only AC, HP, to-hit, save DC, and damage move up.
Can Mrs. Claus be a companion or ally?
Yes. As a lawful-neutral reckoner she makes a fine seasonal patron or grim ally who hunts wrongdoers the party also opposes. As an enemy she is an add-on hunter, not a solo boss, so anchor her to a larger flagship threat and let her pick off whoever she has marked.
Why is she framed through folklore instead of a holiday brand?
She draws on genuine public-domain midwinter tradition, the old paired visitors who reward the dutiful and reckon with the wicked on the longest night. The Naughty List, the bell, the switch, and her horned warden Krampen are all rooted in that folklore, giving her a clean mythological identity at any table.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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