Evasion. If the snowball is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Heat Aversion. When the snowball starts its turn within 10 feet of a flame or an object that takes up at least a 5-foot cube and is hot enough to cause damage, it takes 1d8 fire damage.
Snowy Camouflage. The snowball has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Suicidal Slam. The snowball must move at least 10 feet toward its target to damage it with its slam attack. The snowball takes the same amount of damage that is dealt to its target by its slam.
Variant: Yellow snowball. When the snowball deals damage to a creature, that creature must make a Constitution saving throw (DC 9) or become poisoned until the end of its next turn.
Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 1 bludgeoning damage plus 3 (1d6) cold damage.
Snowportation. If the snowball is touching nonmagical snow, it can teleport to any other space that contains nonmagical snow that it can see as a bonus action on its turn.
Description
Savage snowballs are not the brightest beings in existence. They are small, usually (hopefully) white, reckless, and typically short-lived. It’s never fun to be attacked by a yellow savage snowball.
They use their home terrain to their advantage and by themselves aren’t much of a challenge. These creatures often form swarms, however, and are extremely dangerous to unwary travelers in this state.
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