Abominable Yeti
Abominable Yeti
Huge monstrosity, Chaotic EvilHuge monstrosity, Chaotic Evil
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.
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.
[b]Fear of Fire.[/b] If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. [b]Keen Smell.[/b] The yeti has advantage on Wisdom (Perception) checks that rely on smell. [b]Snow Camouflage.[/b] The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.
Cold Breath (Recharge d6: 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
[b]Multiattack.[/b] The yeti can use its Chilling Gaze and makes two claw attacks. [b]Claw.[/b] Melee Weapon Attack: [+11] to hit, reach 5 ft., one target. Hit: 14 ([2d6 + 7]) slashing damage plus 7 ([2d6]) cold damage. [b]Chilling Gaze.[/b] The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 ([6d6]) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. [b]Cold Breath (Recharge [d6]: 6).[/b] The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 ([10d8]) cold damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Details
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