Charge. If the Abominabull Snowman moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Labyrinthine Recall. The Abominabull Snowman can perfectly recall any path it has traveled.
Magic Resistance. The Abominabull Snowman has advantage on saving throws against spells and other magical effects.
Siege Monster. The Abominabull Snowman deals double damage to objects and structures.
Frozen Body. The Abominabull Snowman deals 7(2d6) cold damage to those within 5 feet of it that touch or deal melee damage to it.
Peppermint Aura. The Abominabull Snowman leaves the faint scent of peppermint in the air. Each creature within 15 feet of the Abominabull Snowman must make a DC18 WIS Save or become stunned from the sweet smell of peppermint in the air for 1 minute. At the end of each turn, a player may attempt the save again. Saving against this makes the creature immune for 24 hours.
Icy Proficiency. Effects that would make area difficult terrain by use of ice and/or snow do not affect the Abominabull Snowman.
Multiattack. The Abominabull Snowman makes three attacks: two with its fists and one with its hoof.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.
Peppermint Shards 5-6. The Abominabull Snowman's peppermint aura manifest around him and rains peppermint shards around him. Each creature within 30 feet of the Abominabull Snowman must make a DC18 DEX Saving throw or take 54(12d8) piercing damage.
The Abominabull Snowman can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Abominabull Snowman regains spent legendary actions at the start of its turn.
Snowball. The Abominabull Snowman conjures a large snowball and throws it at a creature it can see within 30 feet. That creature must succeed on a DC18 DEX save or take 7(2d6) cold damage and be knocked prone.
Christmas Punch. The Abominabull Snowman makes a fist attack against a creature.
Bull Rush. The Abominabull Snowman may move up to half its movement speed without taking attacks of opportunity.
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