|Collossal Construct (Cold)|
|Hit Dice: 20d10 +20 (139)|
|Armor Class: 20 (+18 natural, -8 size), touch 02, flat-footed 20|
|Base Attack/Grapple: +7/+21|
|Attack: Slam +21 melee (1d6+14 blundgeoning +1d6 cold)|
|Full Attack: Slam +21 melee (1d6+14 bludgeoning +1d6 cold)|
|Special Attacks: Cold Slam|
|Special Qualities: Low-Light Vision, Darkvision 60’, Immunities, Soft, Cannot Heal, Vulnerabilities|
|Saves: Fort +0, Ref +0, Will -5|
|Abilities; Str 44, Dex 06, Con n/a, Int n/a, Wis 01, Cha 01|
|Alignment: True Neutral|
Snowmen are mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.
A snowman’s creator can command it if it is within 60’ and can see and hear its creator. If uncommanded, a snowman usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the snowman a simple command to govern its actions in his or her absence. The snowman’s creator can order it to obey the commands of another person (who might in turn place the snowman under someone else’s control, and so on), but the snowman’s creator can always resume control over his creation by commanding the snowman to obey him alone.
|Immunities (Ex): Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, cold damage, any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), death from massive damage, being raised, and being resurrected|
|Soft (Ex): Takes half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2.|
|Cannot Heal (Ex): Cannot heal damage on their own, but can be repaired by exposing to cold damage, through the use of the Craft Construct feat, or through repair construct spells or powers. Cold damage, whether natural or magically or psionically created (as with the Snilloc’s Snowball spell1.), heals damage at a rate of 3:1. Immediately destroyed when reduced to 0 hit points or less.|
|Never Alive (Ex): Does not eat, sleep, or breathe.|
|Vulnerability to Fire and Dessication (Ex): Takes half again as much (+50%) damage as normal from fire or dessication, regardless of whether a saving throw is allowed, or if the save is a success or failure. Suffers 1d6 points of damage each round if in a place with temperatures above freezing.|
A snowman is shaped from a mixture of snow, slush, coal, aspen twigs, and one pint of the creator’s own blood. The materials cost 50 gp. The creature’s creator may assemble the body or have someone else to do the job. Assembling the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.
After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared clearing or courtyard, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the construction and ritual can be performed together.
A snowman with more than 2 Hit Dice can be created, but each additional Hit Die adds 2,000 gp to the market price, and increases by an additional 20,000 gp if the snowman’s size increases. The XP cost for creating an advanced snowman is equal to 1/25th the advanced snowman’s market price minus the cost of the special materials required.
Craft Psionic Construct, astral construct, elemental steward, psionic minor creation, manifester must be at least 4th level; Price 2,000gp; Cost 1,050 gp + 78 XP.
1 Unapproachable East p. 52
Lord Snough of Snow Town began construction on this creature 13 years before he launched his plans for global domination. It was contructed in a valley several miles from Snough Hall, with much expense and secrecy.