Yeti
This creature stands like a man yet is half again the height of most men and covered with a coat of thick white fur.
Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of “abominable snowmen” who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow.
Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti’s temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh.
The source of such cruel madness can often be traced to a singular source—proximity to strange, eldritch dimensions. The yetis’ mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.
Yeti
Family: Yeti
Large monstrosity, neutral
Armor Class 14 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 12 (+1) | 18 (+4) | 9 (-1) | 12 (+1) | 10 (+0) |
Skills Perception +5, Stealth +3
Damage Immunities cold
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 15
Languages Yeti
Challenge 4 (1,100 XP)
Special Traits
- Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
- Pyrophobic. If the yeti takes fire damage, it has disadvantage on attacks, saving throws, and ability checks until the end of its next turn.
- Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in mountainous and snowy terrain.
Actions
- Multiattack. The yeti can make two Claw attacks and use its Icy Glare ability.
- Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold damage.
- Icy Glare. The yeti glares at one creature within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw or take 14 (4d6) cold damage and be frightened for 1 minute. 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 a success, it is immune to the Icy Glare of the yeti for 1 hour.
Section 15: Copyright Notice
City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene
Yeti CR 4
XP 1,200
N Large monstrous humanoid (cold)
Init +1; Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +6
Immune cold
Weaknesses vulnerability to fire
OFFENSE
Speed 40 ft., climb 30 ft.
Melee 2 claws +9 (1d6+4 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold)
STATISTICS
Str 19, Dex 12, Con 15, Int 9, Wis 12, Cha 10
Base Atk +6; CMB +11; CMD 22
Feats Cleave, Great Fortitude, Power Attack
Skills Climb +21, Intimidate +9, Perception +10, Stealth +1 (+9 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SPECIAL ABILITIES
Cold (Su)
A yeti’s body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.
Frightful Gaze (Su)
Creatures within 30 feet that meet a yeti’s gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based.
ECOLOGY
Environment cold mountains
Organization solitary, pair, or tribe (3–8)
Treasure standard