Abominable Yeti

Abominable Yeti

Huge beast
Challenge

STR
7
DEX
0
CON
6
INT
−1
WIS
1
CHA
−1

137
11d12+66
17
Soak
2
Fort
+7
Ref
+4
Will
+1
Defense note natural armor
Damage immunities cold

Speed 8 m., climb 8 m.
Skills Perception +4 (15), Stealth +3 (14)
Senses darkvision 10 m.
Languages Yeti

Aversion to Fire. If the abominable yeti takes fire damage, it has disadvantage on skill checks until the end of its next turn.

Keen Smell. The abominable yeti has advantage on Perception checks that rely on smell.

Maneuvers. The abominable yeti uses maneuvers (maneuver save Difficulty 19). It has 17 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blood in the water, fearsome beast, grapple, spring attack, swipe, tear flesh

2 stamina dice: tear tendon

Snow Camouflage. The abominable yeti has advantage on Stealth checks made to avoid notice in snowy terrain.

Actions (3)

Claw (2/turn). Melee Weapon Attack: +10 to hit. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.

Chilling Gaze (Recharge 5–6). One creature that the abominable yeti can see and it can see the abominable yeti within 5 meters of it must succeed on a Difficulty 18 Fortitude saving throw against or take 58 (13d8) cold damage and be paralyzed for 1 minute, unless it is immune to cold damage. On a success, a creature takes half as much damage and isn’t paralyzed. 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 abominable yeti’s gaze for 1 hour.

Cold Breath (Costs 2 actions; Recharge 5–6). The abominable yeti exhales an icy blast in a 10-meter cone or line. Each creature in that area must make a Difficulty 18 Fortitude saving throw. On a failure, a creature takes 49 (9d10) cold damage and is slowed 2. On a success, a creature takes half as much damage and isn’t slowed.

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Maneuvers

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.