The Unmelted Mourner
Armor Class 11 (natural armor)
Hit Points 16 (3d8+3)
Speed 20 ft.
Skills Perception +2
Damage Vulnerabilities fire
Damage Immunities cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands Common but can't speak
Challenge 1/2 (100 XP) Proficiency Bonus +2
Actions
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"He said he would come back when the snow stopped. So I told the snowman to wait." โ Mara's final note, found beneath a frozen doorstep
Lore & Description
Appearance
The Unmelted Mourner is a lopsided snowman roughly six feet tall, built from three uneven spheres of gray-white snow. Pebbles form its eyes, a splintered red mitten serves as its mouth, and a child's blue scarf hangs stiffly around its neck. One twig arm clutches a cracked wooden toy while the other reaches perpetually toward an empty patch of snow. Its body is crusted with old ice, dead leaves, and tiny handprints that never fade.
Behavior & Origins
A grieving child named Mara built the snowman beside the cottage where her older brother vanished during a blizzard. She begged it to guard him until he came home, then disappeared herself before spring. The snowman remained, refusing every thaw, and now protects the spot where the cottage once stoodโeven after the house, the brother, and eventually Mara have all passed into legend. The creature does not understand that its charge is gone; it attacks anyone who disturbs the vanished doorstep. A useful hook is the blue scarf around its neck, which bears the crest of the missing child's family and may be the only clue to what happened during the blizzard.
Running The Unmelted Mourner
Tactics
The snowman begins by hurling packed snow at the most distant intruder, then advances slowly toward anyone approaching the empty place it guards. It uses Memory of the Door against the creature that seems most likely to uncover the truth, and it fights with its Snowfist when cornered. If reduced to 5 hit points or fewer, it refuses to retreat and instead places itself between enemies and the vanished doorstep, fighting until destroyed.
DM Tips
- Telegraph the encounter with child-sized footprints circling an empty foundation, a weathered blue scarf, and snowmen that all face the same nonexistent door.
- Roleplay the snowman with long pauses, scraping movements, and gestures toward the empty space; it can only communicate through muffled knocks, pointing, and the sound of a child's voice carried on the wind.
- If the party investigates Mara's story or returns the blue scarf to the empty doorstep, the snowman stops attacking and allows itself to collapse peacefully.
- For a weaker party, reduce its hit points to 11 and remove the frightened condition from Memory of the Door; for a stronger party, give it two Snowfist attacks when it uses an action to attack.
Loot
- Mara's Blue Scarf — A child's wool scarf frozen into the snowman's neck. The family crest stitched into one corner points toward Mara's missing relatives or the truth of the old blizzard.
- Cracked Wooden Toy — A small wooden sled painted with a faded red star. When placed on the empty doorstep, it plays a faint scraping sound and reveals tracks leading toward the original site of the disappearance.