Medium Elemental, Typically Lawful Good
Armor Class 9 (natural armor)
Hit Points 18 (3d8 + 5)
Speed 25 ft.
STR
12 (+1)
DEX
9 (-1)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +4, CHA +5
Damage Vulnerabilities Fire
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages Common understands, can't speak --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The snowman is incapacitated while in the area of an antimagic field. If targeted by dispell magic, the snowman must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the snowman remains motionless, it is indistinguishable from a normal snowman.

Sunlight Vulnerability. The snowman takes one fire damage for each hour it has been in the sun.

Melting. If the snowman has taken fire damage that has reduced it to zero hit points, roll a d4. On a 1 or 2, instead of dying it becomes an animated puddle of water (see stat block). On a 3 or 4, the snowman becomes an inanimate puddle and can be brought back to life if it takes cold damage in the next 24 hours.

Actions

Multiattack. The snowman makes two melee attacks.

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 2 (1d4) cold damage.

Description

A snowman brought to life by magic.

Emspry_Collins

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