Yeti
Yeti
A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.
Armor Class | 12 (natural armor) | ||
---|---|---|---|
Hit Points | 6d10+18 | ||
Speed | 40ft. | Climb 40 ft. | |
Strength | 18 (+4) | ||
Dexterity | 13 (+1) | ||
Constitution | 16 (+3) | ||
Intelligence | 8 (-1) | ||
Wisdom | 12 (+1) | ||
Charisma | 7 (-2) | ||
Skills | Perception d20+3 | Stealth d20+3 | |
Damage Immunities | Cold | ||
Senses | Darkvision 60ft. | Passive Perception 13 | |
Languages | Yeti | ||
Challenge | 3 (700 XP) | ||
Special 1 | Fear of Fire | If the yeti takes fire damage, | it has a disadvantage on attack rolls |
and ability checks until the end of its next turn | |||
Special 2 | Keen Smell | The yeti has an advantage on Wisdom | (Perception) checks that rely on smell |
Special 3 | Snow Camouflage | The yeti has an advantage on Dexterity | (Stealth) checks made to hide in the snowy terrain |
Action 1 | Multiattack | The yeti can use its Chilling Gaze | and makes two claw attacks |
Action 2 | Claw | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 1d6+4 slashing damage | plus 1d6 cold damage | |
Action 3 | Chilling Gaze | The yeti targets one creature it can see within 30 feet of it. | If the target can see the yeti, |
the target must succeed on a DC 13 Constitution saving throw | against this magic or take 3d6 cold damage | and then be paralyzed for 1 minute, | unless it is immune to cold damage. |
The target can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success. | If the target's saving throw is successful, |
or if the effect ends on it, | the target is immune to the Chilling Gaze | of all yetis (but not abominable yetis) for 1 hour |
Abominable Yeti
An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow.
Armor Class | 15 (natural armor) | ||
---|---|---|---|
Hit Points | 11d12+66 | ||
Speed | 40ft. | Climb 40ft. | |
Strength | 24 (+7) | ||
Dexterity | 10 (+0) | ||
Constitution | 22 (+6) | ||
Intelligence | 9 (-1) | ||
Wisdom | 13 (+1) | ||
Charisma | 9 (-1) | ||
Skills | Perception d20+5 | Stealth d20+4 | |
Damage Immunities | Cold | ||
Senses | Darkvision 60ft. | Passive Perception 15 | |
Languages | Yeti | ||
Challenge | 9 (5,000 XP) | ||
Special 1 | Fear of Fire | If the yeti takes fire damage, | it has a disadvantage on attack rolls and ability checks |
until the end of its next turn | |||
Special 2 | Keen Smell | The yeti has an advantage on Wisdom | (Perception) checks that rely on smell |
Special 3 | Snow Camouflage | The yeti has an advantage on Dexterity | (Stealth) checks made to hide in the snowy terrain |
Action 1 | Multiattack | The yeti can use its Chilling Gaze and makes two claw attacks | |
Action 2 | Claw | Melee Weapon Attack | d20+11 to hit |
Reach 5 ft., one target | Hit 2d6+7 slashing damage | plus 2d6 cold damage | |
Action 3 | Chilling Gaze | The yeti targets one creature it can see within 30 feet of it. | If the target can see the yeti, |
the target must succeed on a DC 18 Constitution saving throw | against this magic or take 6d6 cold damage | and then be paralyzed for 1 minute, | unless it is immune to cold damage. |
The target can repeat the saving throw | at the end of each of its turns, | ending the effect on itself on a success. | If the target's saving throw is successful, |
or if the effect ends on it, the target is | immune to this yeti's gaze for 1 hour | ||
Action 4 | Cold Breath (Recharge 6) | The yeti exhales a 30-foot cone off rigid air. | Each creature in that area must |
make a DC 18 Constitution saving throw, | taking 10d8 cold damage on a failed save, | or half as much damage on a successful one |
Comments