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Mara's Unmelted Snowman

Medium Construct, Neutral


Armor Class 15 (natural armor)

Hit Points 114 (12d8+60)

Speed 30 ft.

STR 18 (+4)
DEX 10 (+0)
CON 20 (+5)
INT 6 (-2)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +8, Wis +4

Skills Perception +4

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages understands Common but can't speak

Challenge 7 (2,900 XP) Proficiency Bonus +3


The Face It Remembers. At the start of an encounter, the snowman chooses one humanoid it can see as its Beloved, usually someone who resembles Mara Vell, the child who built it. The snowman will not willingly move more than 60 feet from the Beloved or target the Beloved with an attack or harmful effect. It has advantage on attack rolls against any creature that damages, restrains, or forcibly moves the Beloved. If the Beloved deals damage to the snowman, the snowman can repeat a DC 16 Wisdom saving throw at the end of each of its turns; on a success, it understands that the Beloved is not Mara and this trait ends for that creature.
Refusal to Melt. The snowman is immune to cold damage and ignores difficult terrain made of snow or ice. If it starts its turn touching snow or ice, it regains 10 hit points. This regeneration doesn't function until the end of its next turn whenever the snowman takes fire damage.
Packed with Sorrow. The snowman has advantage on saving throws against effects that would knock it prone or move it against its will. When it is reduced to 57 hit points or fewer, its attacks deal an extra 2 (1d4) cold damage until it is destroyed.

Actions

Multiattack. The snowman makes two Frostbound Fist attacks.
Frostbound Fist. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, plus 3 (1d6) cold damage. The target's speed is reduced by 10 feet until the start of the snowman's next turn.
Grief-Hurled Snowball. Ranged weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 17 (3d8+4) cold damage. The snowball bursts on impact. If the target is within 5 feet of another creature, that other creature must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) cold damage.
Whiteout of Grief (Recharge 5-6). The snowman erupts in a storm of icy tears and powdered snow. Each creature of the snowman's choice within 20 feet must make a DC 16 Constitution saving throw, taking 22 (5d8) cold damage on a failed save or half as much on a successful one. On a failed save, a creature is also blinded until the end of its next turn.

Reactions

Protective Collapse. When a creature the snowman can see targets its Beloved with an attack, the snowman can move up to 15 feet toward the attacker without provoking opportunity attacks. If it ends this movement within 5 feet of the attacker, the attacker has disadvantage on the triggering attack.

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Please don't go inside yet. The snow is still holding her together. โ€” written in a child's hand on the door of Frostmere Mill

Lore & Description

Appearance

This hulking snowman stands nearly seven feet tall, built from three uneven spheres of compacted snow and ice. Its coal eyes glow with a soft, mournful blue, while a carrot nose has frozen into a jagged orange shard. A red wool scarf, stiff with frost and embroidered with the initials M.V., hangs around its neck. Its arms are crooked birch branches, its mouth is a row of polished river stones, and faint child-sized handprints remain pressed into its snowy torso. Wherever it walks, loose snow gathers around its feet as though trying to rebuild it.

Behavior & Origins

Mara Vell built the snowman beside her family's abandoned mill after her older sister, Elian, died during a winter crossing. Mara gave the snowman Elian's scarf and begged it to keep her sister from melting away in memory. When Mara herself later vanished in a blizzard, the snowman awakened, animated by the impossible conviction that love could preserve the dead. It now wanders the hills around Frostmere Mill, seeking someone with Elian's face or mannerisms. The creature wants only to bring its Beloved home and keep them safe forever, even if that means burying them beneath layers of protective snow.

Running Mara's Unmelted Snowman

Tactics

The snowman opens by choosing its Beloved and positioning itself between that creature and the rest of the party, using Whiteout of Grief when several foes cluster around its charge. It focuses its fists on anyone who threatens or separates the Beloved, using Protective Collapse to intercept attacks. When bloodied, it becomes more violent and tries to bury the most dangerous enemy in repeated strikes; it fights to the death unless the Beloved convincingly calls it by Mara's name and offers the scarf or another keepsake.

DM Tips

  • Telegraph its presence with coal footprints, frozen child-sized handprints, and distant sobbing before the party sees it.
  • Roleplay it with a soft, muffled voice made from shifting snow; it repeats fragments such as "Elian, wait" and becomes frantic when the Beloved leaves its reach.
  • Let compassionate characters calm it temporarily by using the name Mara, displaying the red scarf, or promising to visit Frostmere Mill, potentially turning combat into a dangerous conversation.
  • For a weaker party, remove the snowman's nonmagical weapon resistance; for a stronger party, increase its regeneration to 15 hit points and let Whiteout of Grief recharge on a 4-6.

Loot

  • Mara's Red Scarf — A frost-stiffened wool scarf embroidered with the initials M.V. It never becomes wet or loses its warmth, and can be used to calm the snowman or prove its identity to someone who knew Mara.
  • Elian's Coal Buttons — Three glossy black buttons recovered from the snowman's chest. One bears a tiny carved star and is recognized by an old miller in Frostmere as belonging to Elian Vell.
  • Heart of the Last Snow — A fist-sized knot of blue-white ice found where the snowman fell. It remains frozen in any heat and whispers a child's name when held near Frostmere Mill.

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Generation Info

Original prompt:
"CR 7: A snowman built by a grieving child, animated by the refusal to melt. It mistakes one party member for someone it once loved."

Created: Sep 27, 2026
Modified: Oct 25, 2026

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