Yeti
Large monstrosity, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 60 (7d10 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 9 (-1) 10 (+0) 7 (-2)
- Skills Perception +2
- Damage Immunities cold
- Senses darkvision 60 ft., passive Perception 12
- Languages —
Challenge 3 (700 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 12 (2d10) piercing damage.
Actions
Multiattack. The yeti makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage plus 2 (1d4) cold damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing.
Roar. The yeti emits a roar. Each creature within 30 feet of the yeti and able to hear the roar must make a DC10 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.