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Habitat: Arctic; Treasure: Any

Yetis hunt alone or in small family groups. They avoid the settlements of other creatures but lurk near paths frequented by traders and herders to pick off unsuspecting prey. Yetis make their homes in icy caves near frozen peaks and at extremes where few dare travel.


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: +6, reach 5 ft. Hit: 7 (1d6 + 4) Slashing damage plus 3 (1d6) Cold damage.

Ice Throw. Ranged Attack Roll: +6, range 30/120 ft. Hit: 6 (1d4 + 4) Bludgeoning damage plus 2 (1d4) Cold damage.

Chilling Gaze. Constitution Saving Throw: DC 13, one creature the yeti can see within 30 feet. Failure: 5 (2d4) 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 the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.


Yeti

Large Monstrosity, Chaotic Evil
  • Armor Class 12
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft., Climb 40 ft.
  • Initiative +1 (11)
STR
18 (4)
DEX
13 (1)
CON
16 (3)
INT
8 (-1)
WIS
12 (1)
CHA
7 (-2)
  • Saving Throws Str +4, Dex +1, Con +3, Int -1, Wis +1, Cha -2
  • Skills Perception +5, Stealth +5
  • Damage Immunities Cold
  • Senses Darkvision 60 ft, passive Perception 15
  • Languages Yeti
  • Challenge 3 (700 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: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) Slashing damage plus (1d6)Cold damage.
  • Ice Throw. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (1d4 + 4) Bludgeoning damage plus (1d4)Cold damage.
  • Chilling Gaze. *Constitution Saving Throw:* DC 13, one creature the yeti can see within 30 feet. *Failure:* 5 (or [[2d4]] (2d4)) 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 the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.
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