The Dragonlance Nexus

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Living Snowman

D&D 3e (3.0/3.5) Rules

by Kendermage

Medium Construct (living)
HD: 3d10 (24 HP)
Initiative: +0
Speed: 40 ft. Bellywhopping (sliding) 80ft.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: see text
Special Qualities: Living Construct Traits, Vulnerable to Fire, also see text.
Saves: Fortitude +1, Reflex +1, Will +1
Abilities: Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 12
Skills: Balance +4, Climb +4, Hide +4*, Jump +4
Feats: Run
Environment: Cold
Organization: solitary
Challenge Rating: 2
Treasure: Single Minor, Medium, or Major Magic Item (the source of its life)
Alignment: Usually but not always Neutral Good
Advancement: 3 - 10 HD (medium), 11 – 15HD (large)
Level Adjustment: -

The living snowman requires a steady flow of magic to continue existing. The creator of a living snowman must use at least a minor magic item to provide the necessary magic. Most times this magic item is a piece of clothing which if removed from the living snowman causes him to become lifeless again until it is either returned to him or he melts.

A living snowman will fight to the death to protect the magic item which gives him life; however if someone the snowman has come to call a friend is in danger the living snowman will voluntarily surrender the magic item if necessary to protect his friend.

Aura (Su): A living snowman radiates an aura of magic that is the same as the magic item used to give him life.

Immunities (Su): to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.

Cannot heal damage naturally; however, any magical attack against a living snowman that deals cold damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the snowman to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a living snowman hit by the breath weapon of a white dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A living snowman gets no saving throw against magical attacks that deal cold damage.

Does not need to eat, sleep, or breathe, but can benefit from magic consumables. Does not need to sleep but must rest for at least 8 hours if a spell user.

Item Traits: Living snowmen are bound to the magic item giving them life. The snowman can make use of any powers imbued within this item. If the item is ever taken from him he turns back into an ordinary snowman until it is either returned or he melts. For instance, a living snowman imbued with life by a hat of disguise can change his appearance as if using the disguise self spell.

Skills: Living showmen have a +8 racial bonus on hide checks when in a snowy setting.

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