Small Construct (Elemental), Neutral Good
AC 12 Packed Snow    Initiative +1 (11)
HP 20 (4d10)
Speed 20 ft.
Mod Save
STR 10 +0 +0
DEX 12 +1 +1
CON 14 +2 +2
Mod Save
INT 6 −2 −2
WIS 10 +0 +0
CHA 14 +2 +2
Vulnerabilities Fire
Resistances Cold
Senses Darkvision 60ft.; Passive Perception 12
Languages Common Understands Common. Communicates via gestures, muffled noises, and vibes
CR 0 (XP 10; PB +2)
Traits

Hit Points

20 (or 5 × owner’s level)
Emergency Snow Pile prevents true death (see traits)

Saving Throws

Uses owner’s proficiency bonus (PB) when relevant

Skills

  • Stealth +PB (snow logic)

  • Perception +PB

Portable Chill

Chillybean constantly emits a gentle cold:

  • Keeps food fresh

  • Cools overheated creatures

  • Can calm tense situations
    Once per long rest, you gain advantage on one Persuasion or Medicine check involving comfort, cooling, or care.

Cold Comfort

Once per long rest, Chillybean can comfort a creature it touches:

  • Grants 1d6 + PB temporary hit points

  • Removes exhaustion caused by heat, fever, or environmental stress (DM discretion)

It usually does this via an awkward hug.

Emergency Snow Pile

When reduced to 0 HP:

  • Chillybean collapses into an innocent pile of snow

  • After 1 minute, it reforms with 1 HP

  • It is visibly offended but unharmed

This can happen once per long rest.

Hat Obsession

Chillybean is obsessed with hats.

  • Any hat placed on Chillybean applies its mechanical effects to Chillybean

  • If the hat normally requires attunement, Chillybean ignores this requirement

  • Chillybean refuses to act if forcibly hatless (disadvantage on checks)

Examples:

  • Helmet → +1 AC

  • Wizard Hat → faint magical glow

  • Cooking Pot → advantage on cooking checks nearby

  • Silly Hat → morale bonus (DM smiles, advantage granted)

Very Bad at Being Scary

Once per long rest, Chillybean may attempt to scare a creature within 10 ft.

Effect:

  • Target makes a Wisdom save vs 8 + PB + CHA

  • On fail: Target has disadvantage on its next attack

  • On success: Target laughs uncontrollably (no effect, but dignity damage)

Chillybean apologizes either way.

Cat-Child Personality

Chillybean behaves like:

  • A cat who understands instructions

  • A child who may ignore them

When given a command:

  • Simple tasks: Automatically obeys

  • Complicated or boring tasks: DM may call for a DC 10–15 Charisma (Animal Handling or Persuasion) check

Failure means Chillybean does the opposite or gets distracted.

Carrying Things

Chillybean can carry objects up to:

  • Light: No issue

  • Heavy: Requires a Strength check (DC set by weight)

On a failure:

  • Item slips

  • Chillybean panics

  • No damage, but mild chaos ensues

Actions

Playful Action. Can make one Snow Slap or Snowball Fight per turn.

Snow Slap. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 2 (owner's Proficiency Bonus) Cold damage.

Snowball Fight. Ranged Weapon Attack: +3 to hit, range 10/20 ft., 1 target. Hit: 2 (owner's Proficiency Bonus) Cold damage.

Help action. Chillybean can take the Help action, often enthusiastically and incorrectly—but still effectively.

Description

A small, sentient snowman of questionable intelligence, boundless enthusiasm, and deeply misplaced confidence.

“It does not know why it exists. It does know it loves hats, helping friends, and being told it did a good job.”

 

MysticFrostSF

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