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.
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.
Thank you for these descriptions, so helpful in setting the mood.
1. You don't need to say they have advantage if they have automatic crits
2. It makes no sense otherwise, like you're telling me that over the course of six seconds you couldn't look at someone and swing your arms twice?
3. They are not guaranteed to fail, it's not that high of a DC
Tip: Don't tell your players "your stomach drops", "you try and stay on course", etc. The players choose what they want to do; they might have a massive god complex and aren't scared of the yeti, they might want to run towards the howl, it's their character.