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Abominable Yeti

Huge monstrosity, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 171 (13d12 + 80)
  • Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 6 (-2) 12 (+1) 9 (-1)

  • Skills Perception +6
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 11 (7,200 XP)


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.

Charge. If the yeti moves at least 30 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 18 (3d10) piercing damage.

Standing Leap. The yeti's long jump is up to 40 ft. and its high jump is up to 20 ft., with or without a running start.

Actions

Multiattack. The yeti makes two claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage plus 5 (1d8) cold damage.

Horn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 6) piercing damage.

Roar. The yeti emits a roar. Each creature within 30 feet of the yeti and able to hear the roar must make a DC15 Wisdom saving throw, being Frightened for 1 minute on a fail. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature is immune to the roar of all yetis for 1 day.

Deadly Leap. If the yeti jumps at least 20 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 30 (4d10 + 6) bludgeoning damage.

Cold Breath (Recharge 5-6). The yeti exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 36 (6d10) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The yeti can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The yeti regains spent legendary actions at the start of its turn.

Claw Attack. The yeti makes one claw attack.

Leap Attack (Cost 2 actions). The yeti makes a deadly leap attack.