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Breadcrumb

Yeti

Challenge
Terrain
str
18
dex
12
con
16
int
8
wis
12
cha
16

AC 12 (natural armor)

HP 68 (8d10 + 24; bloodied 34)

Speed 40 ft., climb 40 ft.


Proficiency +2; Maneuver DC 14

Skills Perception +3, Stealth +3

Damage Immunities cold

Senses passive Perception 13

Languages Yeti


Camouflage. The yeti has advantage on Stealth checks made to hide in snowy terrain.

Fire Fear. When the yeti takes fire damage, it is rattled until the end of its next turn.

Storm Sight. The yeti’s vision is not obscured by weather conditions.


ACTIONS

Multiattack. The yeti uses Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Chilling Gaze (Gaze). One creature within 30 feet that is not immune to cold damage makes a DC 13 Constitution saving throw . On a failure, the creature takes 10 (3d6) cold damage and is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to any Chilling Gaze for 24 hours.

Names

Areek, Guag, Ragh, Yeroo


Combat

The yeti uses its Chilling Gaze and then claws the same target. If the target is paralyzed , on its next turn the yeti uses Chilling Gaze and its claws against a different target, if one is available. The yeti flees if it takes fire damage while bloodied .


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Yetis are reclusive primates that dwell in cold climates. Rumors of the creatures abound, but little is known about them for sure.

DC 15 Despite their fearsome appearance, yetis are intelligent and have a language of their own. Encounters with yetis are often violent, though some groups of yetis seem peaceful.

DC 20 Once a yeti spots you, it’s already too late to flee. A yeti’s gaze is enough to freeze most adventurers in their tracks.

Description

Yetis are massive, hairy primates that dwell in caves at high altitudes. Given the severe weather of their preferred habitats, much of their nature is shrouded in mystery.

Unpredictable Behavior. Some travelers describe yetis as retiring, peaceful creatures that avoid contact with humanoids. A party of mountaineers once claimed to have been rescued from a howling blizzard by a clan of gentle yetis, who sheltered them in a warm cave and fed them edible fungus until the storm passed. 

On the other hand, some mountain villages report frequent yeti attacks. There have even been sightings of rival yetis fighting each other so viciously that their skirmishes triggered an avalanche.

It’s not known whether peaceful and aggressive yetis represent different subspecies, or if they are the same creatures merely observed under different circumstances. Some scholars posit yetis are passive when well-fed and belligerent when hungry, or are violent in defense of their territory but peaceful when far from home. Others link yeti behavior with the weather, noting that yeti attacks often take place during violent winter storms.

Behavior

1 Tracking you, howling to attract a larger group

2 Attacks on sight

3 Raiding a humanoid community

4 Peacefully gathering herbs

5 Hiding from travelers

6 Watches travelers from a distance; provides food or shelter to groups in need

Signs

1 A distant, lingering howl

2 Enormous footprints in the snow

3 The sudden onset of a blizzard

4 Frozen corpses

Encounters

Yetis live in cold climes and atop mountains. They venture further afield during winter.

CR 3–4 yeti

CR 5–10 2 yetis ; yeti with mammoth , polar bear , or winter wolf ; abominable snowman

Treasure 2 furs (worth 100 gp each)

CR 11–16 3 or 4 yetis ; abominable snowman with 2 yetis

Treasure horn of winter (as silver horn of Valhalla but it summons 2 yetis instead of berserker hordes)

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.