Medium Construct, Unaligned
Armor Class 9 (natural armor)
Hit Points 18 (2d10 + 2)
Speed 20 ft.
STR
14 (+2)
DEX
9 (-1)
CON
8 (-1)
INT
8 (-1)
WIS
13 (+1)
CHA
15 (+2)
Damage Vulnerabilities Fire
Damage Immunities Cold, Poison
Senses Passive Perception 11
Languages One language known by its creator
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Icy Trail. Creatures within 5 ft. of the snowman are considered on difficult terrain and have disadvantage on saving throws to avoid being knocked prone.

Regeneration. The snowman regains 1d10 hit points at the start of its turn, unless it took fire damage in the previous round.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) cold damage.

Snowball. Ranged Weapon Attack: +1 to hit, range 20/60 ft., one target. Hit: 1 (1d4 -1) bludgeoning damage plus 3 (1d6) cold damage.

Frosty's Contagious Carol (Recharge 5-6). Any creature within 30 feet that can hear the snowman's song must make a DC 14 Wisdom saving throw or be compelled to join in the joyous carol. On an affected creature's turn it must use its action to perform the carol and its movement to move toward the snowman. It loses its movement if already as close as possible to the snowman. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, an affected creature can make another Wisdom saving throw. The creature has advantage on the saving throw if it's triggered by damage. On a success, the spell's effect on that creature ends.

Description

An awakened snowman is a construct brought to life by an Awaken spell, often stored in an item such as a top hat.

Monster Tags: Misc CreatureconstructElemental

Habitat: Arctic

MaegisThornworthy

Comments

Posts Quoted:
Reply
Clear All Quotes