Yeti
Large Monstrosity
, Chaotic Evil
• Armor Class: 12
• Hit Points: 51 (6d10+18)
• Speed: 40 ft., climb 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
18 (+4) |
13 (+1) |
16 (+3) |
8 (-1) |
12 (+1) |
7 (-2) |
• Skills:
Perception +3, Stealth +3
• Senses:
darkvision 60 ft.
• Languages:
Yeti
• Challenge:
3 (700 XP)
• Environments:
Arctic, Cave, Mountain
• 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 ft. 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.