Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (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: +12 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage plus (2d6) cold damage.
Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 5d6 cold damage and 5d6 necrotic 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 (Recharge 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 5d8 cold damage and 5d8 Necrotic Damage on a failed save, or half as much damage on a successful one.
Zombominable Yeti has 3 legendary actions per round, which it can use between other creatures turns during combat.
1 action: Move up to the creatures movement.
2 actions: Attack one creature with its claw
3 actions: Chilling gaze
Description
Yeti are hulking monstrosities that stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. This Yeti was formerly an abominable yeti that was king of the Baratok mountains. It was killed by Strahd and resurrected to be his guardian for the northern realms of his domain. It roams and attacks anyone who enters the mountains. Other mountain creatures recognize its roars and flee in fear.
The trek up the mountain should be difficult for the party, and they should have levels of exhaustion if they are not wearing appropriate clothing.
Lair and Lair Actions
The zombombinable yeti lives in a large icy cave high in the Baratok mountains. Its walls and ceiling are layered with ice and stone, and the floor is littered with the bones of its victims.
On initiative count 20 the Yeti can take one of the following lair actions:
- The roars of the yeti cause stalactites to fall on 3 areas in the lair. The stalactites count as snilloc's snowball swarm, DC 18 dex save. The areas selected can be centered on a creature.
- a 3 zombie winter wolves rise from the piles of bones somewhere in the arena (once per day)
- The chilling cold air freezes a patch of ground in the area, making a 20 foot radius patch of ground ice, any creatures standing on the patch must make a DC 18 dex save or fall prone. Any creatures moving over the ground must also make the saving throw or fall prone.
What a great name and fantastic flavor! If my players were higher level I'd use this immediately!