- 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 Perception checks that rely on smell.
Maneuvers. The yeti uses maneuvers (maneuver save DC 14). It has 9 stamina dice which are d8s, a dice limit of 1, 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, and knows the following maneuvers:
Snow Camouflage. The yeti has advantage on Stealth checks made to hide in snowy terrain.
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.
Chilling Gaze. The yeti targets one creature it can see within 9 meters of it. If the target can see the yeti, the target must succeed on a DC 13 Fortitude 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.