The Unmelted Child's Snowman
Armor Class 16 (packed snow and ice)
Hit Points 114 (12d10+48)
Speed 30 ft.
Saving Throws Con +7, Wis +5
Skills Stealth +3, Perception +6
Damage Vulnerabilities fire
Damage Resistances bludgeoning; piercing; slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, telepathy 60 ft.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
Bonus Actions
Reactions
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I promised I would stay until he came back. I never promised what I would become. โ whispered from inside the snow
Lore & Description
Appearance
This enormous snowman stands nearly nine feet tall, assembled from three uneven spheres of gray-white snow. Its coal eyes are wet and reflective, as if they remember a face that is no longer there, while a carrot nose has split into a dark, rootlike snout. A child's red scarf is wound tightly around its neck, stiff with frost and spotted by old tears. Twigs protrude from its arms like grasping fingers, and beneath its packed snow, something long and black occasionally shifts against the moonlit surface.
Behavior & Origins
The creature was built by Mara Venn, a grieving child who refused to leave her little brother's snow effigy in the spring thaw. She begged it to stay until he came home, though he had died the previous winter. Each night she added more snow, more stones, and more of her memories. The snowman awakened when Mara finally stopped crying. It now remembers that it was made to preserve a child, but it has begun dreaming of becoming the thing that took him. It wants to find Mara's missing red mitten, buried somewhere beneath the old bell tower of Frostmere, believing the mitten contains the last piece of the boy it was meant to protect.
Running The Unmelted Child's Snowman
Tactics
The snowman opens with Whiteout of Grief if it can catch several foes together, then uses Snowbound Lurch to force enemies into the obscured area. It focuses its fists on creatures carrying fire, holy symbols, or objects associated with mourning, using Memory-Snowballs against archers and spellcasters. When bloodied, the black shape beneath its snow becomes visible and it fights more aggressively, but it flees if Mara's name is spoken with genuine compassion; otherwise, it fights until the last heap of snow is burned away.
DM Tips
- Telegraph its arrival with children's footprints circling the camp, a scarf frozen to a tree, and snowmen facing toward the party even after they pass.
- Roleplay the creature in a soft child's voice that suddenly drops into a hollow, layered whisper when it is angry; have it ask intruders whether they know where Mara's brother went.
- Fire is dangerous but not an instant solution: the party must burn the collapsed heap after triggering The Refusal to Melt if they want to prevent its return.
- For a weaker party, remove the extra psychic damage from Something Beneath the Snow; for a stronger party, let the snowman reform with 45 hit points and make Whiteout of Grief recharge on a 4-6.
Loot
- Mara's Red Scarf — A child's scarf that remains unnaturally cold. A creature wearing it can understand the snowman's whispered speech and has advantage on checks made to track it.
- Black Ice Heart — A fist-sized knot of dark ice found where the snowman's chest collapsed. It contains a fragment of the grief that animated the creature and can be used as a focus for divination concerning the dead.
- The Lost Red Mitten — Usually found near the Frostmere bell tower if the snowman was followed there. It bears the name of Mara's brother and is the key to calming or redeeming the creature.