Fear of Slightly Warm Temperatures. If the snowman takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Just a Snowman, chilling. The snowman has advantage on Dexterity (Stealth) checks when hiding in plain sight, not moving in the snow.
Walking in the Air. If the players happen to mention, hum or sing the song 'Walking in the Air', the snowman will gain advantage on all attacks, as he flips into a merciless murderous rage.
Multiattack. The snowman can use its eyes of coal and makes two stick hand attacks.
Stick Hands. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 7) bludgeoning damage plus 4 (1d4) cold damage.
Detachable Carrot. Ranged Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d4 + 7) piercing damage plus 4 (4d10) cold damage.
Eyes of Coal. The snowman targets one creature it can see within 30 feet of it. If the target can see the snowman, the target must succeed on a DC 15 Constitution saving throw against this magic or take 14 (4d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
I'm about to run a holiday one-shot and this guy is perfect. Thank you!