Yeti
The Yeti, often referred to as the "Abominable Snowman", is a mysterious and elusive creature said to inhabit the remote and snowy mountains. Towering over the average human, the Yeti stands between 10 to 12 feet tall, with a broad and muscular build. Its dense fur, ranging from pure white to grayish-brown, acts as a natural camouflage amidst the snow, aiding its reputation as an almost spectral being. Large feet with sharp claws not only assist the Yeti in traversing the treacherous terrain, but also leave distinctive footprints in the snow, which have become iconic symbols of its existence.
Legend and local folklore paint the Yeti as both a gentle giant living in harmony with the mountains and a fierce protector of its territory. While some stories tell of it helping lost travelers, others speak of unwary wanderers being attacked by this formidable beast. The natives of the region often regard the Yeti with a mix of reverence and fear, seeing it as a guardian of the mountains, a deity, or even a forebearer to humankind. Its vocalizations, described as eerie howls echoing in the valleys, further enhance its mystique.
Tier 2
Young Yeti
Large, Monstrosity
Tier 2, Challenge Point 16, XP: 32
Attributes
AC 17 AP 6 HP 134 Posture 69
- Damage Resistances: Cold
- Damage Weakness: Fire
- Passive Insight/ Perception 15
- Language Jotun
Movement
Base 20 Climb/Swim 20 Dash 40 Stats + Skills
STR +6 DEX -2 INT -2 WIS +5 CHA -3
- LU +1: Luck Points: 1; Critical Fail: 1
Abilities
- Freezing Aura: At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 14), or become Contained for 1 turn. If a creature was already Contained, it takes 1d6 cold damage instead.
- Ice Armor If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d6 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 6).
- Snow Camouflage Your white coat allows you to camouflage in snowy terrain. A creature that attempts to perceive you must succeed on a Perception Check (DC 14).
- Tracker You gain advantage on Nature Checks to track creatures.
Actions (2)
- Claw: Hit +6, Dmg 1d12 slash + 1d16 cold
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d4).
- Freezing War Cry All creatures within 30 feet of you must make an Endurance Save (DC 14), taking 1d12 sonic and 1d12 cold damage on a fail, or half as much on a success.
- Any creature that takes this sonic damage must also succeed on an Insight Save (DC 14), or become Scared of you for 1 turn.
- Triumph: This Action has a limit of once per round.
Tier 3
Yeti
Large, Monstrosity
Tier 3, Challenge Point 20, XP: 60
Attributes
AC 18 AP 6 HP 168 Posture 86
- Damage Resistances: Cold
- Damage Weakness: Fire
- Passive Insight/ Perception 16
- Language Jotun
Movement
Base 20 Climb/Swim 25 Dash 50 Stats + Skills
STR +8 DEX -2 INT -1 WIS +6 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Avalanche Roar When you roll for Initiative while in a snowy mountain, you can cause an avalanche. All creatures within 300 feet of you must make an Endurance Save (DC 16), taking 2d8 sonic damage on a fail, or half as much on a success.
Regardless of that, all creatures within 1.000 feet from you must succeed on an Agility Save (DC 16) or take 3d8 strike and 3d8 cold damage and become Knocked Prone and burrowed in 30 feet of snow (they can use their climbing speed to get out).
Abilities
Freezing Aura: At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 16), or become Contained for 1 turn. If a creature was already Contained, it takes 1d6 cold damage instead.
Ice Armor If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d6 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 6).
Snow Camouflage Your white coat allows you to camouflage in snowy terrain. A creature that attempts to perceive you must succeed on a Perception Check (DC 16).
Tracker You gain advantage on Nature Checks to track creatures.
Actions (3)
- Claw: Hit +8, Dmg 1d12 slash + 1d6 cold
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d4).
- Freezing War Cry All creatures within 30 feet of you must make an Endurance Save (DC 16), taking 2d8 sonic and 2d8 cold damage on a fail, or half as much on a success.
- Any creature that takes this sonic damage must also succeed on an Insight Save (DC 16), or become Scared of you for 1 turn.
- Triumph: This Action has a limit of once per round.
Tier 4
Feral Yeti
Large, Monstrosity
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 20 AP 10 HP 331 Posture 168
- Damage Resistances: Cold
- Damage Weakness: Fire
- Passive Insight/ Perception 18
- Language Jotun
Movement
Base 20 Climb/Swim 30 Dash 60 Stats + Skills
STR +11 DEX -2 INT -3 WIS +8 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
Avalanche Roar When you roll for Initiative while in a snowy mountain, you can cause an avalanche. All creatures within 300 feet of you must make an Endurance Save (DC 19), taking 2d10 sonic damage on a fail, or half as much on a success.
Regardless of that, all creatures within 1.000 feet from you must succeed on an Agility Save (DC 19) or take 3d10 strike and 3d10 cold damage and become Knocked Prone and burrowed in 30 feet of snow (they can use their climbing speed to get out).
Abilities
Freezing Aura: At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 19), or become Contained for 1 turn. If a creature was already Contained, it takes 1d12 cold damage instead.
Ice Armor If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d12 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 6).
Snow Camouflage Your white coat allows you to camouflage in snowy terrain. A creature that attempts to perceive you must succeed on a Perception Check (DC 19).
Tracker You gain advantage on Nature Checks to track creatures.
Actions (3)
- Claw: Hit +11, Dmg 2d12 slash + 1d12 cold
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
- Freezing War Cry All creatures within 30 feet of you must make an Endurance Save (DC 19), taking 2d12 sonic and 2d12 cold damage on a fail, or half as much on a success.
- Any creature that takes this sonic damage must also succeed on an Insight Save (DC 19), or become Scared of you for 1 turn.
- Triumph: This Action has a limit of once per round.