Yeti

Large monstrosity, chaotic evil

Challenge:

3 /

XP:

700

Armor Class:

12 Natural Armor

Hit Points:

51 (6d10 + 18)

Speed:

40

Climbing Speed:

40
StrDexConIntWisCha
+18+13+16+8+12+7

Skills:

Perception: +3, Stealth: +3

Senses:

Darkvision 60 ft., Passive Perception 13

Languages:

Yeti

Damage Immunities:

Cold

Traits

Fear of Fire

If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack

The yeti can use its Chilling Gaze and makes two claw attacks.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

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 10 (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.

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