Kryx RPGThemesCreatures
Abominable Yeti

Abominable Yeti

Huge monstrosity
Challenge
9

STR
7
DEX
0
CON
6
INT
−1
WIS
1
CHA
−1

137
11d12+66
18
Soak
2
Fort
+8
Ref
+5
Will
+2
Defense note natural armor
Damage immunities cold

Speed 8 m., climb 8 m.
Skills Insight +1 (12), Perception +5 (16), Stealth +4 (15)
Senses darkvision 10 m.
Languages Yeti

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 Perception checks that rely on smell.

Maneuvers. The abominable yeti uses maneuvers (maneuver save Difficulty 19). It has 25 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 (rounded up) 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 yeti has advantage on Stealth checks made to avoid being noticed in snowy terrain.

Actions (3)

Claw (2/turn). Melee Weapon Attack: +11 to hit, reach 1 m. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.

Chilling Gaze (1/turn). The yeti targets one creature it can see within 5 meters of it. If the target can see the yeti, the target must succeed on a Difficulty 18 Fortitude saving throw against this magic or take 42 (12d6) 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 (Costs 2 actions; Recharge 6). The yeti exhales a 10-meter cone or line of frigid air. Each creature in that area must make a Difficulty 18 Fortitude saving throw. On a failed save, a creature takes 63 (14d8) cold damage and is slowed 2 for 1 minute. On a successful save, a creature takes half as much damage and isn’t slowed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Arcticmm

Maneuvers

As an action, you can make a melee weapon attack with advantage against a creature that is below half its health. Add half the stamina die to the attack’s damage (add half if you miss by 4 or less).

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 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. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As an action, you can 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 if you 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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

As an action, you can 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 succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, 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.

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

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

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.