Cold Absorption. Whenever the snowman is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
Berserk. Whenever the snowman starts its turn with 14 hit points or fewer, roll a d6. On a 6, the snowman goes berserk. On each of its turns while berserk, the snowman attacks the nearest creature it can see. If no creature is near enough to move to and attack, the snowman attacks an object, with preference for an object smaller than itself. Once the snowman goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The snowman is immune to any spell or effect that would alter its form.
Magic Weapons. The snowman’s weapon attacks are magical.
False Appearance. While the snowman remains motionless, it is indistinguishable from a normal snowman.
Multiattack. The snowman makes two claw attacks.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or have its Constitution score reduced by an amount equal to half of the damage taken. The target becomes a snowman if this attack reduces its Constitution score to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Previous Versions
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11/8/2022 1:49:11 AM
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Coming Soon
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