Chilling. A creature that touches the snowman or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage, and if the creature doesn't have resistance or immunity to cold damage, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Heat Sensitivity. While the snowman is in an area of extreme heat, it has disadvantage on attack rolls, and attacks made against it have advantage. It takes 1 fire damage every minute it spends in such an environment.
Snow Traveler. The snowman ignores movement restrictions caused by ice or snow.
Dual Nature. The snowman counts as an elemental of both the water and air sub-types (primary water).
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 3 (1d6) cold damage.
Snowball. Ranged Weapon Attack: +2 to hit, range 30/60 ft., one creature. Hit: 3 (1d6) bludgeoning damage plus 3 (1d6) cold damage.
Description
Through frozen fields across icy ponds, snowmen dance and play with each other, clumsily tossing snowballs at one another. A snowman is an elemental made of snow and stick with a penchant for following orders. They are usually created by ice magic, such as a winter archfey or a silver dragon, and used to simple tasks or for combat. Some are created with a layer of thick rime protecting them and extra physical capabilities: soldiers made of snow. There are families of snowmen, however, ranging from small groups to massive tribes, that seem to spawn in snowy landscapes spontaneously. Snowmen live for their creators. Without any, they frolic endlessly.
Elemental Nature. A snowman doesn't require air, food, drink, or sleep.
Comments