HP 31 (7d8; bloodied 15)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities charmed , fatigue , frightened , paralyzed , petrified , poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
False Appearance. While motionless, the snowman is indistinguishable from an ordinary snowman.
Meltable. If it takes fire damage, or is exposed to warm temperatures for an hour or more, the snowman’s size is reduced to Small. If it is exposed to fire or warm temperatures while Small, it is destroyed. While Small, the snowman can spend an action to restore itself to Medium size if it has access to snow.
Local Spirit. The snowman is destroyed if it travels more than a mile from the place it was created.
Spell-created. The DC for dispel magic to destroy this creature is 19.
Multiattack. The snowman uses Snowball and makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Snowball. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 9 (2d6 + 2) cold damage.
Hat of Illusion (1/Day). While wearing a hat or other head covering, the snowman takes on the illusory appearance of the last living humanoid to wear that hat. It requires a DC 12 Insight or Perception check to recognize the illusion. The illusion ends when the snowman is touched, takes damage, attacks, or uses Snowball, or when the snowman chooses to end it as a bonus action.
The snowman uses snowball and then slams a target. Most snowmen guard a particular person or place and don’t chase a fleeing enemy.
Snowmen are made of snow, making them seasonal guardians outside the frozen tundra.
1 Motionless; attacks only if you approach something it’s guarding
2 Its head turns to watch you; attacks if you get within 5 feet
3 Disguised as a humanoid; silently tries to lead you to its master
4 Performing a horrid boneless dance
5 Motionless, but changes its position when you’re not watching; attacks if approached
6 Guarding in disguised form; attacks trespassers
Scarecrows are usually created by spellcasters in temperate environments. Snowmen and sandlings are more common in extreme environments.
CR 0–2 1 or 2 scarecrows , sandlings , or snowmen ; scarecrow with awakened shrub or swarm of ravens
CR 3–4 3 or 4 scarecrows , sandlings , or snowmen
CR 5–10 scarecrow harvester ; scarecrow harvester riding nightmare , skeletal warhorse , or broom of flying
Treasure broom of flying or horseshoes of a zephyr
Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.