A 5-foot-diameter, 8 foot tall snowman appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the snowman must make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can have the snowman roll up to 30 feet. If you ram the snowman into a creature, that creature must make the saving throw against the snowman, being knocked prone on a failed save if the creature is large or smaller.
When you move the snowman, you can direct it over barriers up to 3 feet tall and jump it across pits up to 5 feet wide. The snowman freezes any water within 5 feet of it for the duration of the spell
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
* - (A carrot nose, a lump of coal, and a few drops of spring water)
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