The Snow Golem - Definitely Not Frosty
Medium construct, Neutral
- Skills
- Senses
-
- Immunities
-
- Bludgeoning weapons (unless magical)
- Charmed
- Cold
- Exhaustion
- Frightened
- Paralyzed
- Petrified
- Piercing (unless magical)
- Poison
- Slashing (unless magical)
- Special Notes
-
- Aversion to Fire
- After taking fire damage, the golem has disadvantage on attack and ability checks until the end of its next turn.
- Beserk
- Whenever the golem starts its turn with fewer than 40 HP, roll a d6. On a 6 the golem goes beserk. On each of its turns while beserk, the
golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with a preference
of an object smaller than itself. Once the golem goes beserk it remains beserk until destroyed or its hit points are fully restored.
- Cold Absorption
- Any cold damage is converted into hit points added to the golem (cannot go above original HP) - essentially healing it.
- Immutable Form
- The snow and crystal simply re-arrange back to their "proper" form.
- Magic resistance
- The golem receives advantage on saving throws against spells and other magical effects.
- Multi-Attack
-
May perform one of the following combos:
- Hypnotic Pattern and Dodge (the dodge, narratively, is dancing)
- Two slam attacks
- Charm Person
- Snow camoflauge
- The golem has advantage on DEX (stealth) checks to hide in snowy terrain.
- Actions
-
- Charm Person
-
As per the spell, WIS save DC 13, ineffective against creatures that cannot be charmed
Range 30 feet, one creature, duration 1 hour
- Hypnotic Pattern
-
The golem yells "Happy Birthday!" and an illusory birthday cake with multi-colored candles briefly appears.
All creatures within 15 feet
of the target point who can see must make WIS save DC 13
Success: Pattern has no effect
Fail: Enraptured by the pretty
lights, do nothing until spell ends
No effect if the target cannot be charmed
The effect ends if the charmed creature receives any
damage or if an ally uses an action to "shake awake"
Range 120 feet, 15 foot radius circle, duration 1 minute
- Slam
- Melee, +7 to hit, 2d8 + 4 bludgeoning