Yeti

Large monstrosity, chaotic evil

Armor Class

12 (natural armor)

Hit Points

51 (6d10+18)

Speed

40 ft., climb 40 ft.

STR

18 (+4)

DEX

13 (+1)

CON

16 (+3)

INT

8 (-1)

WIS

12 (+1)

CHA

7 (-2)

Damage Immunities

cold

Senses

darkvision 60 ft.

Skills

Perception +3, Stealth +3

Languages

Yeti

Challenge

3 (700 XP)

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.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 ft. of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) 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 the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.

large
monstrosity
cr3
monster-manual