The Snowman Cometh v1.1
The Snowman Cometh v1.1
The Snowman Cometh v1.1
4. Magical Furnace
Suddenly, all the lights in the house go out, even the tree.
This chamber is the perfect temperature despite the frigid
At the sight of this, Kora urges the characters to head into
blizzard outside. Any goodly creature that enters the light
the basement and get to the furnace. Its magical light
of the furnace gains 2d8 temporary hit points. They can't
should help them make their ȴnal stand. If the characters
beneȴt from this feature again until they've taken a long
wish to rest, Kora oers them each a magical cookie that
rest. If any of the frozen men try to enter this room, they
allows them to beneȴt from a short rest in just ten
immediately melt and die.
minutes. A creature can only beneȴt from a cookie once
As Kora explains that this is where they'll have to make
every 24 hours.
their ȴnal stand, the house shakes and rumbles. A voice
booms from above.
Aftermath Actions
With the Snowman dead, the remaining frozen men melt
away and the blizzard ceases as quickly as it started. As Multiattack. The Snowman makes two attacks:
the characters leave the wreckage of the house, they see
one with its carrot nose and one with its
wooden claws.
the sun slowly making its way up from the horizon. As theyy
take a moment to rest, Kora sees Klaus coming up the Carrot Nose. Melee Weapon Attack: +7 to hit,
walkway. She runs to embrace him and explains reach 5 ft., one creature. Hit: 10 (1d10 + 5)
everything. He tells her he knows all about the Snowman piercing damage.
and sent word to the characters to come help. He thanks
Wooden Claws. Melee Weapon Attack: +7 to hit,
them profusely for their assistance and oers them the
reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing
following rewards from his magical sack. damage.
2d6 Magical Cookies. One can be eaten in 10 minutes too Winter's Breath (Recharge 5-6). The Snowman
gain the beneȴt of a short rest. A creature can only exhales a blast of freezing wind in a 15-foot
beneȴt from a cookie once every 24 hours. cone. Each creature in that area must make a
a cap of elvishkind. This is a magical item requiring DC 12 Dexterity saving throw, taking 18 (4d8)
attunement that, when worn on the head, gives the cold damage on a failed save, or half as much
wearer the ability to speak and understand elvish and damage on a successful one.
grants them advantage on Charisma checks made to
aect elves and half-elves.
Six potions of healing
Klaus's backup boots of the winterlands
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