Yeti’s Species & Essence Rare Familiar-Conjuring Elixir

Yeti Species of Galia

Classification: Elemental Beast
Region: Ascorn Mountains (Fijorn), Snowplains of Okenshield
Danger Rating: Variable (Stage I: Low — Stage V: Cataclysmic)
Tameable: Only via ritual with Yeti’s Essence


Origins and Nature

The Yeti are one of the oldest natural-born species in Galia, originating at the dawn of the world alongside dragons and fairies. They are not divine beings or summoned creatures—they are natural apex predators tied to frost, silence, and elemental stillness. No temples or religions are dedicated to them; they are part of the land, the same as glaciers and storms.


Biology and Lifecycle

Yeti reproduce asexually under natural conditions:

  • Each yeti carries a single fertilized embryo within its internal pouch.
  • Upon death, the yeti’s body nourishes this embryo, giving rise to a new generation.
  • This method produces only one successor per death, ensuring a slow but persistent line.

Potion-Born Divergence

Through a rare arcane ritual involving Yeti’s Essence, a Baby Yeti may be summoned. Potion-born yetis are identical in biology, but bond to their summoner and are not hostile.

Only potion-born yetis can evolve into Stage V (Ancient Elder Yeti)
Wild-born yetis are biologically capped at Stage IV and remain untamable.


Habitat and Behavior

  • Preferred Biomes:
  • Ascorn Mountains (Fijorn)
  • Snow-covered plains of Okenshield
  • Burrowing & Camouflage:
    Yeti dig small depressions to curl into, leaving only a patch of fur exposed. This fur blends seamlessly with snowy terrain or white vegetation, rendering them nearly invisible when dormant.
  • Temperament:
    Wild yetis are always hostile and cannot be trained or domesticated.

Hunting and Use in Galia

Yeti are hunted based on their evolutionary stage:

StageKnown AsUses
I – IIBaby Yeti / FrosthornPotions, arcane reagents, basic frostbound components
III – IVGlacial Warden / FrostmaulHigh-grade magical armor, elite frost gear, ritual weapon cores
V (Potion-born only)Ancient Elder YetiNot hunted — universally feared as an omen of death

Ancient Elder Yeti Eggs

Reproduction Upgrade

Upon reaching Stage V, the Elder Yeti undergoes a transformation that allows it to lay eggs—a feature no prior stage possesses.

  • Clutch Size: Typically 20–30
  • Egg Characteristics:
  • Roughly head-sized, with frosted glass-like shells
  • Pulsing with pale blue light and internal arcane signatures
  • Fragile—can be cracked or broken through mishandling or attack
  • Freezing to the touch, causes frostbite when handled unprotected

Yeti Egg

Introduction

Yeti eggs are one of the rarest and most arcane phenomena in the Realm of Galia. They are only produced by Stage V Ancient Elder Yetis, the final evolution of the species. Unlike previous stages, which reproduce asexually through a death-bound embryo, Elder Yetis are biologically capable of laying large clutches of eggs.


Egg Characteristics

  • Size: Approximately the size of a human head
  • Shell: Semi-translucent, cold to the touch, smooth and slick like icy glass
  • Visual Features: Swirling arcane veins of blue and silver pulse faintly beneath the surface
  • Fragility: The shell is delicate and easily broken if mishandled—especially during transit or magical exposure
  • Arcane Sensitivity: Reacts passively to nearby magical energy sources

Hatching Conditions (Natural)

Yeti eggs do not require complex arcane setups to hatch. They incubate naturally when placed in cold, snow-covered terrain, such as:

  • Ice caves
  • Buried snowbanks
  • Former yeti burrows or lairs

Requirements for Natural Hatching:

RequirementDetails
EnvironmentAny snowy region (sub-zero), ideally untouched and quiet
Ambient MagicThe egg absorbs environmental arcane energy passively
TimeframeBetween 3–5 years, depending on ambient conditions
ShelterCommonly placed in burrows, rocky hollows, or ice pockets

Stage V Elder Yetis instinctively place their eggs in locations rich in natural magic and snowfall, then leave them undisturbed.


Influence of Proximity

  • Arcane Proximity Accelerates Incubation
    Anyone with a magical aura or spellcasting abilities near the egg may unknowingly speed its development.
  • Poaching Risk:
    Adventurers, poachers, or scholars who linger near large egg clutches with active magic may cause accidental mass hatching, especially if the eggs are near full term.
  • Stealth Exception:
    Non-magical individuals or those using magic suppression enchantments may avoid triggering this effect entirely.

Hatching Sequence

When a Yeti egg reaches full maturity, it begins a distinct and unsettling ritual:

  1. Blub-blub-blub: Soft, pulsing sounds echo from within the shell
  2. Light Pulse: Arcane light surges through its veins in rhythmic bursts
  3. Expansion: The egg expands with pressure—each pulse pushing it further outward
  4. Pop: The shell releases in a silent, controlled pop, not a shatter
  5. Mist & Slime: A shimmering arcane mist fills the air, and a pale blue magical slime is left behind
  6. Instant Birth: A fully formed Stage I Baby Yeti appears—identical to a potion-born familiar in size, shape, and condition

Post-Hatch Behavior

  • Newly hatched yetis immediately panic
  • They emit loud squealing cries for their “birth mother”
  • If born in a wild clutch near a Stage V, this sound can trigger a protective or aggressive response
  • All hatchlings scatter in random directions attempting to flee threats

Essence Extraction & Usage

If a poacher wishes to harvest the magical component of the egg without hatching it, they must use a special method:

Extraction Protocol:

  • Tool Required: The Extrdmeaon — an ultra-fine arcane syringe
  • Purpose: Extracts Magic Yeti Essence (the core alchemical material used to craft Yeti’s Essence potions)
  • Yield: Each egg provides up to 10 full doses before becoming inert
  • Extraction Site: Only legally sanctioned at the Adventurers’ Guild in Vel Dranir

If performed successfully without triggering the egg or being detected, no retaliation from the Elder Yeti occurs.


Risks of Mishandling

  • Disturbing partially incubated eggs may cause partial hatching, arcanic backlash, or draw wild yeti aggression
  • Cracked or broken eggs due to poor handling may result in:
  • Magical surges
  • Freezing explosions
  • Death of the embryo and loss of all essence

Notable Facts

  • Eggs do not emit heat—they radiate magical cold detectable only by arcane means
  • Stage V Yetis do not return to check on eggs, but will respond violently to disturbance if present
  • No known culture worships or reveres the eggs—they are feared, avoided, or stolen

Threat Level and Consequences

  • Elder Yetis will not pursue if an egg is successfully taken without detection
  • However, magical traps, severe cold, and ambient arcane dangers protect nesting grounds
  • Failed extractions often lead to violent retaliation or magical backlash


Yeti’s Essence Rare Familiar-Conjuring Elixir

Yeti's Essence Rare Familiar-Conjuring Elixir


Potion Description: Yeti’s Essence comes housed in a glass vessel shaped exactly like a tiny, antlered fluffball—a design that reflects the very creature it helps conjure. The bottle’s body is round and plush in form, painted with a frosty matte white glaze that mimics a dusting of fresh snow. Two miniature resin antlers spiral from the sides of the cap, giving it an unmistakable yeti-like silhouette.

The eyes are small emerald green gemstone inlays, giving the bottle an adorable stare. Below, two carved wooden nubs act as the creature’s legs and also serve as small grips for easy handling. The bottom of the bottle is flat for stability, with a soft suede base for luxury. When shaken, the fluid inside swirls with snowy silver and glacial blue ribbons, lightly glowing in dim light.

The cork fits into the top of the creature’s head between the antlers and is sealed with a magical snowflake-shaped wax stamp to preserve its freshness.

Upon opening the vial, a swirl of cold vapor escapes, briefly forming frosted patterns in the air. The scent is crisp and faintly floral, like fresh snowfall mingled with blooming arctic blossoms.


Ritual to Summon a Baby Yeti Familiar: This potion doesn’t function unless used in a hand-formed snowball, combined with specific reagents and a short ceremony.

Required Materials:

  • A snowball formed and packed by the hand of a sentient creature
  • A tuft of real Yeti fur, placed at the core
  • Two antlers harvested from a wild doe, ground to dust and sprinkled over the snowball
  • The Yeti’s Essence

Activation Process:

  1. Prepare the snowball and embed the fur in its center.
  2. Grind the antlers into fine dust and sprinkle evenly across the snowball’s surface.
  3. Pour the Yeti’s Essence slowly over the snowball.

The moment the final drop touches it:

  • The snowball begins to shimmer
  • A soft squeaking noise is heard
  • Within moments, the snowball trembles and bursts outward, revealing a freshly born Baby Yeti Familiar

Baby Yeti Familiar – Core Traits:

  • Size: Tiny
  • Type: Elemental Beast
  • Form: Round, white, and fluffy with two brown hooves, large antlers, and bright green eyes
  • Sound: Emits sharp, high-pitched chirps and squeaks to communicate
  • Limb Structure: No arms—uses two powerful legs for movement and attacks

Bonding: Once summoned, the Baby Yeti bonds with the caster permanently. It cannot be dismissed or unsummoned, though it can retreat into a dormant snowball state with an hour-long ritual.


Baby Yeti Familiar Tiny beast, unaligned

Armor Class: 13 (natural armor)
Hit Points: 14 (4d4 + 4)
Speed: 30 ft., climb 10 ft.

STR: 10 (+0)
DEX: 14 (+2)
CON: 13 (+1)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 6 (-2)

Saving Throws: Dexterity +4
Skills: Perception +3, Acrobatics +4
Damage Resistances: Cold
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Understands the languages of its master but can't speak
Challenge: 1/8 (25 XP)


Traits: Bound Familiar. The Baby Yeti cannot be targeted by "Find Familiar" or replaced with other familiars. It is unique and permanent until killed or magically sealed away.

Cold-Born. The Baby Yeti is immune to cold damage and does not suffer penalties in cold weather or terrain.

Snow Walker. The Baby Yeti can travel over snow and ice without leaving tracks or triggering pressure-based traps.

Spherical Momentum. In snowy or icy terrain, it can curl into a ball and roll, increasing its movement speed to 40 feet until the end of the turn. This movement ignores difficult terrain.


Actions: Powder Rush. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage. If the target is Small or smaller, it must succeed a DC 12 Strength saving throw or be knocked prone.


Roleplay Quirks:

  • Chirps with emotional variance (short, sharp squeaks for excitement; low, sad whimpers when scared).
  • Loves shiny things and will roll over to examine new objects.
  • When scared, it fluffs up like a puffball.
  • Throws itself bodily into danger if its master is threatened.

STAGE II — Frosthorn Yeti

Trigger: Feed the Baby Yeti 100 individual pieces of any meat (excluding yeti meat)

Size: Small
Type: Elemental Beast
Alignment: Loyal (Mirrors owner’s alignment)

Description: The Frosthorn Yeti has grown claws, stronger legs, and larger, icicle-draped antlers. Cold vapors exude from its limbs and fur. It now walks upright and can roar with a vibrating growl that stirs ice and snow. It becomes more protective and emotionally bonded.

Stat Block — Frosthorn Yeti
Small beast, unaligned

Armor Class: 15 (icy hide)
Hit Points: 45 (6d8 + 12)
Speed: 40 ft., climb 20 ft.

STR 14 (+2)
DEX 16 (+3)
CON 15 (+2)
INT 4 (-3)
WIS 14 (+2)
CHA 8 (-1)

Saving Throws: Strength +4, Dexterity +5
Skills: Perception +4, Acrobatics +5, Survival +3
Damage Resistances: Cold; bludgeoning from nonmagical weapons
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Understands its master’s languages, communicates via growls
Challenge: 1/4 (50 XP)

Traits:

  • Glacial Loyalty – Automatically imposes disadvantage on attacks against its bonded master once per short rest.
  • Ice Grip – When grappling, its claws freeze the target’s skin. Grappled targets take 2 (1d4) cold damage at the start of each of their turns.
  • Tundra Agility – Gains +10 speed in snowy terrain.

Actions:

  • Antler GoreMelee Attack: +5 to hit, reach 5 ft. Hit: 7 (1d8+3) piercing damage + 2 (1d4) cold damage
  • Frost Roar (1/day) — Creatures in a 15 ft. cone must succeed a DC 12 Constitution save or be frightened until the end of their next turn. Failed saves also cause targets to have -10 ft. movement speed until then.

Quirks:

  • Tries to sleep curled against its master
  • Taps its antlers against stone to echo its presence
  • Bares teeth and roars at anything suspicious

STAGE III — Glacial Warden Yeti

Trigger: Feed the Frosthorn Yeti 1,000 different pieces of meat (non-yeti meat only)

Size: Medium
Type: Elemental Beast
Alignment: Mirrors master’s alignment

Description: The Glacial Warden stands as a majestic guardian figure—taller than a man, encased in icy fur, and crowned with jagged frozen antlers. Its emerald eyes glow with radiant intelligence. As it evolves, its body emanates intense magical cold, able to alter the battlefield and chill the very soul.

Stat Block — Glacial Warden
Medium beast, neutral good

Armor Class: 16 (glacial armor)
Hit Points: 85 (10d8 + 30)
Speed: 40 ft., climb 20 ft.

STR 16 (+3)
DEX 14 (+2)
CON 16 (+3)
INT 6 (-2)
WIS 14 (+2)
CHA 10 (+0)

Saving Throws: Constitution +5, Wisdom +4
Skills: Perception +5, Survival +4, Athletics +5
Damage Resistances: Cold, piercing; Vulnerable to fire
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Understands Common and Sylvan; cannot speak
Challenge: 2 (450 XP)

Traits:

  • Aura of Frost (Passive) – Enemies within 5 ft. have their movement halved.
  • Frozen Step – Can freeze a 10-ft. square patch of ground once per short rest (DC 13 Dexterity save or become restrained).
  • Glacial Devotion – If the master falls to 0 HP, Glacial Warden gains +2 AC and resistance to all damage for 1 minute.

Actions:

  • Antler SlamMelee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) bludgeoning damage + 4 (1d8) cold damage
  • Howl of the Blizzard (Recharge 5–6) – Unleashes a 30-ft. cone of chilling wind. Creatures must make a DC 13 Constitution saving throw or take 21 (6d6) cold damage and become slowed. On a success, they take half damage and aren’t slowed.

Quirks:

  • Meditates in the snow
  • Sings with low, mournful howls to the moon
  • Brings small prey or shiny objects as gifts

STAGE IV — Frostmaul Alpha Yeti

Trigger: Feed Glacial Warden 5,000 pieces of non-yeti meat

Size: Large
Type: Elemental Beast
Alignment: Loyal Neutral

Description: Now standing nearly twice the size of a full-grown man, the Frostmaul Alpha boasts massive, solid limbs with hardened bone-reinforced fur. Its claws are nearly as long as shortswords, and its antlers have grown into menacing weapons with jagged tips that constantly drip cold vapor. Its very presence creates a chill that saps the warmth from living beings nearby.

Stat Block — Frostmaul Alpha
Large beast, neutral

Armor Class: 17 (frozen mantle)
Hit Points: 145 (14d10 + 56)
Speed: 40 ft., climb 30 ft.

STR 20 (+5)
DEX 14 (+2)
CON 18 (+4)
INT 8 (-1)
WIS 14 (+2)
CHA 12 (+1)

Saving Throws: Strength +8, Constitution +7
Skills: Athletics +8, Perception +5, Intimidation +4
Damage Resistances: Cold, slashing from nonmagical weapons
Senses: Darkvision 60 ft., Tremorsense 10 ft., Passive Perception 15
Languages: Understands Common and Sylvan, cannot speak
Challenge: 6 (2,300 XP)

Traits:

  • Frozen Command (Aura) – Allies within 20 ft. of the Alpha Yeti gain resistance to cold damage.
  • Mauler’s Resilience – When reduced below 50% HP, gains temporary hit points equal to its CON score at the start of its turn for 3 turns.

Actions:

  • Crushing ClawMelee Attack: +8 to hit, 10 ft. reach, one target. Hit: 18 (3d8 + 5) slashing damage + 4 (1d8) cold damage
  • Antler BreakerMelee Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 5) bludgeoning damage. DC 15 STR save or be knocked prone.
  • Winter Crash (Recharge 5–6) – Jumps and slams into the ground. All creatures in a 15 ft. radius must make a DC 16 Dexterity save or take 22 (4d10) cold damage and be stunned until the end of their next turn.

Quirks:

  • Paces the area like a patrol beast
  • Emits deep grumbles when nearby danger is present
  • Grooms its antlers obsessively after battle

STAGE V — Ancient Elder Yeti

Trigger: Feed Frostmaul Alpha Yeti 15,000 Pieces Of Individual Meat Pieces.

Size: Gargantuan
Type: Elemental Beast (Mythic)
Alignment: True Neutral

Description: Towering above buildings, the Ancient Elder Yeti is a living glacier — its hide is layered with magical permafrost and ancient runes etched across its massive horns. Its green eyes glow with memory and power. Snow permanently falls around it in a 60-foot radius. It is worshipped by frost druids and feared across Galia as a relic of primal winters.

Stat Block — Ancient Elder Yeti
Gargantuan beast, true neutral

Armor Class: 20 (ancestral plating)
Hit Points: 360 (30d12 + 150)
Speed: 40 ft., burrow 20 ft., climb 30 ft.

STR 30 (+10)
DEX 12 (+1)
CON 20 (+5)
INT 14 (+2)
WIS 20 (+5)
CHA 18 (+4)

Saving Throws: Strength +17, Wisdom +9, Constitution +10
Skills: Arcana +8, Insight +9, Perception +10, Survival +9
Damage Resistances: Cold, force, psychic; Immune to bludgeoning from nonmagical weapons
Senses: Truesight 60 ft., Tremorsense 30 ft., Passive Perception 20
Languages: Primordial, Sylvan, understands all but speaks telepathically
Challenge: 17 (18,000 XP)

Traits:

  • Blizzard Heart (Aura) – 60-ft. radius of supernatural snow. All enemies treat it as difficult terrain and have -2 to attack rolls while inside.
  • Mythic Regeneration – Regains 30 HP at the start of its turn unless it took fire damage last round.
  • Glacial Legacy – Magic-based cold spells cast within 60 ft. are absorbed and nullified.

Actions:

  • Elder SlamMelee Weapon Attack: +17 to hit, 15 ft. reach, one target. Hit: 40 (6d10 + 10) bludgeoning damage + 18 (4d8) cold damage.
  • Tectonic Roar (Recharge 5–6) – The Yeti bellows. Creatures within 60 ft. must make a DC 20 Constitution saving throw or take 55 (10d10) thunder damage and be knocked prone and deafened for 1 minute.

Legendary Actions (3/round):

  • Crush – Targets prone creature within 10 ft., dealing 28 (4d10 + 6) bludgeoning.
  • Glacial Shift – Teleports to any icy surface within 60 ft.
  • Icebrand Invocation (1/day) – Summons a spectral frozen weapon that follows the Elder Yeti’s command for 1 minute.


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