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Habitat: Arctic; Treasure: Any

Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast of arctic cold.

Abominable yetis dwell in frigid ruins or the deserted lairs of other monsters atop infamous peaks.


Yetis

Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.

Due to yetis’ elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.

In the yeti, I find no kinship, no understanding, no mercy. Theirs is not the might of the mountain or the magic of glacial wonders. Theirs is a world where harmony lies murdered and frozen.
—Kelesta Hawke of the Emerald Enclave

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.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination.

Claw. Melee Attack Roll: +11, reach 5 ft. Hit: 14 (2d6 + 7) Slashing damage plus 7 (2d6) Cold damage.

Ice Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 12 (2d4 + 7) Bludgeoning damage plus 7 (2d6) Cold damage.

Chilling Gaze. Constitution Saving Throw: DC 18, one creature the yeti can see within 30 feet. Failure: 21 (6d6) Cold damage, and the target has the Paralyzed condition until the start of the yeti’s next turn unless the target has Immunity to Cold damage. Success: The target is immune to this yeti’s Chilling Gaze for 1 hour.

Cold Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 30-foot Cone. Failure: 45 (10d8) Cold damage. Success: Half damage.


Abominable Yeti

Huge Monstrosity, Chaotic Evil
  • Armor Class 15
  • Hit Points 137 (11d12 + 66)
  • Speed 40 ft., Climb 40 ft.
  • Initiative +4 (14)
STR
24 (7)
DEX
10 (0)
CON
22 (6)
INT
9 (-1)
WIS
13 (1)
CHA
9 (-1)
  • Saving Throws Str +7, Dex +0, Con +6, Int -1, Wis +1, Cha -1
  • Skills Perception +9, Stealth +8
  • Damage Immunities Cold
  • Senses Darkvision 60 ft, passive Perception 19
  • Languages Yeti
  • Challenge 9 (5000 XP)
  • Habitat Arctic
  • Treasure Any
  • 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.

Actions


  • Multiattack. The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 7) Slashing damage plus (2d6)Cold damage.
  • Ice Throw. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: (2d4 + 7) Bludgeoning damage plus (2d6)Cold damage.
  • Chilling Gaze. *Constitution Saving Throw:* DC 18, one creature the yeti can see within 30 feet. *Failure:* 21 (or [[6d6]] (6d6)) Cold damage, and the target has the Paralyzed condition until the start of the yeti's next turn unless the target has Immunity to Cold damage. *Success:* The target is immune to this yeti's Chilling Gaze for 1 hour.
  • Cold Breath (Recharge 6). *Constitution Saving Throw:* DC 18, each creature in a 30-foot Cone. *Failure:* 45 (or [[10d8]] (10d8)) Cold damage. *Success:* Half damage.
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