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Listbound Snowman

Small Construct, Neutral Evil


Armor Class 13 (packed snow)

Hit Points 27 (6d6+6)

Speed 25 ft.

STR 12 (+1)
DEX 12 (+1)
CON 12 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 14 (+2)

Skills Stealth +3, Perception +2

Damage Vulnerabilities fire

Damage Resistances cold

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages understands Common but can't speak

Challenge 1 (200 XP) Proficiency Bonus +2


Refusal to Melt. The snowman has advantage on saving throws against effects that would move it, knock it prone, or transform it. If it takes fire damage, it can't benefit from this trait until the end of its next turn.
The Names Are Written. At the start of combat, the snowman chooses one creature it can see within 60 feet and marks it as being on its list. The marked creature can't benefit from being hidden from the snowman, and the snowman has advantage on attack rolls against it. The mark ends if the snowman marks a different creature or dies.
Snowdrift Body. The snowman can move through the space of any creature that is Medium or larger. The first time it enters a creature's space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or fall prone.

Actions

Carrot-Nose Jab. Melee weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, plus 2 (1d4) cold damage. If the target is the creature currently marked by The Names Are Written, it must succeed on a DC 11 Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.
Coal-Eye Chuck. Ranged weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. The snowman tears one of its coal eyes free and hurls it. The coal eye reforms in its socket at the end of the snowman's next turn.
Listbound Lament. The snowman whispers the name of a creature on its list. One creature it can see within 30 feet must succeed on a DC 12 Wisdom saving throw or become frightened until the end of the snowman's next turn. A creature that succeeds is immune to this snowman's Listbound Lament for 24 hours.

Bonus Actions

Cross Off. The snowman marks a creature within 30 feet that is frightened, restrained, or prone. Until the end of the snowman's next turn, the snowman has advantage on attacks against that creature, and the creature can't take reactions.

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"You promised he would come back. I wrote down everyone who lied." โ€” Mara Venn, written in a child's hand inside the snowman's scarf

Lore & Description

Appearance

This small, crooked snowman is packed from gray-white snow that never quite settles. Pebbles form its uneven buttons, coal eyes burn with a dim blue glow, and a sharpened carrot juts from its face like a tiny dagger. A child's red scarf is wrapped tightly around its neck, stiff with frost and embroidered with a handwritten list of names. Its stick arms drag through the snow, leaving lines that resemble tally marks.

Behavior & Origins

The snowman was built by Mara Venn, a grieving child whose older brother vanished during a winter storm. When spring came, Mara begged the snowman not to melt before her brother returned. Something answered. Now the creature stalks the village of Bellwether Hollow, adding to its list anyone it believes is responsible for the boy's disappearance, including travelers who ask too many questions. The list is sewn into the scarf; Mara's brother's name is at the top, unwritten over and over in faded pencil. A DM can use the concrete hook that the snowman wants the party to find the missing boy's frozen boot beneath the old toll bridge, where the truth about his disappearance is hidden.

Running Listbound Snowman

Tactics

The snowman begins by marking the most heavily armored or visibly responsible-looking character, then uses Listbound Lament to frighten them while closing the distance. It slips through larger creatures' spaces to knock them prone and uses Cross Off to punish frightened or fallen targets. When bloodied, it throws its coal eye from range and retreats toward deep snow; it fights to the death if anyone tries to take or burn its list, but may stop if the party promises to investigate Mara's brother.

DM Tips

  • Telegraph danger with childlike tally marks in the snow, coal footprints appearing behind the party, and a red scarf visible at the edge of torchlight.
  • Roleplay the snowman with a silent, accusatory stare; when it uses Listbound Lament, describe the victim hearing a child's voice recite their name from inside the snow.
  • Fire is an obvious answer, but have melting snow create difficult terrain and obscure vision so the fight remains interesting.
  • For a weaker party, remove the cold damage from Carrot-Nose Jab; for a stronger party, give the snowman 9 more hit points and let Cross Off mark two creatures once per combat.

Loot

  • Mara's Red Scarf — A child's scarf containing the handwritten list. If gently cleaned and returned to Mara, it causes the snowman's spirit to hesitate and reveals the final clue to the missing boy.
  • Unmelting Coal Eye — A blue-black coal that remains cold even beside a fire. Once per day, it can be crushed to cast the equivalent of the message spell in a child's whisper.
  • Frost-Packed Button — One of the snowman's pebble buttons, carved with a crude drawing of the old toll bridge and a boot beneath it.

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Listbound Snowman

Generation Info

Original prompt:
"CR 1: A snowman built by a grieving child, animated by the refusal to melt. It keeps a list, and the party is on it."

Created: Oct 5, 2026
Modified: Oct 26, 2026

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