Fear of Poison. If the bigfoot takes poison damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The bigfoot has advantage on Wisdom (Perception) checks that rely on smell.
Forest Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in wooded terrain.
Multiattack. The bigfoot can use its Hermit Fear and makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 2) slashing damage.
Mythic Gaze. The bigfoot targets one creature it can see within 30 feet of it. If the target can see the bigfoot, the target must succeed on a DC 13 Constitution saving throw against this magic or take (1d6) fear damage and then be paralyzed for 1 minute. 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 Mystic Gaze of all bigfoots (but not abominable yetis) for 1 hour.
Description
Bigfoots are large monstrosities that wander remote forests in hunt for food, always hoping to remain unseen and removed from the humanoid world around them. Their brown fur lets them move like stealthily through wooded landscape.
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