Snow Regeneration. At the start of each of the snowman's turns, it regains 10 hit points if it has at least 1 hit point remaining.
Fear of Fire. If the snowman takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn and it's Snow Regeneration does not occur.
Snow Camouflage. The snowman has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Multiattack. The snowman can make two Snowball Slam attacks and then choose to use either its Cold Breath attack or use or move its Snowstorm effect.
Snowball Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 4) bludgeoning damage plus 7 (2d6) cold damage.
Snowstorm. Once per day, the snowman can create a flurry of snow and ice in a 20-foot radius that lasts for 1 minute. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much on a successful one. Creatures that start their turn in the storm are blinded and their movement is halved. The snowman can use one of its actions to move the snowstorm before the effect ends.
Cold Breath (Recharge 6). The snowman exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.







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