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 Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Innate Spellcasting. The Yeti is a 3rd level spellcaster. Its spellcasting ability is Wisdom (spell save is DC 12, +4 to hit with spell attacks) It has the following spells prepared.
Cantrips (at will): Frostbite, Primal Savegery, Shape Water
1st level: (4 slots): Absorb Elements, Earth Tremor, Fog Cloud, Ice Knife
2nd level: (2 slots): Dust Devil, Warding Wind
Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) 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 13 Constitution 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.
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.
Lair and Lair Actions
Treasure under ice: the floor is a thick layer of ice (difficult terrain)
jagged ice shards fall from the ceiling striking up to 3 creatures underneath. The creatures make a dexterity saving throw of 12 to dodge, otherwise, they take 3d6-2 piercing damage.
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