Large Monstrosity, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 50 ft., Only 50 ft. when being pulled in its sleigh. Otherwise, only 30 ft. , Fly 50 ft. Only when it is upon its Crooked Horse
STR
16 (+3)
DEX
10 (+0)
CON
22 (+6)
INT
12 (+1)
WIS
18 (+4)
CHA
6 (-2)
Saving Throws WIS +8
Skills Perception +5, Stealth +4
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft, Passive Perception 15
Languages Common, Yeti
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Hearing. The cursed emerald yeti has advantage on Wisdom (Perception) checks that rely on hearing.

Appalling Soul. Whenever the cursed emerald yeti deals poison damage or uses an effect that would apply the poisoned condition, all resistances and immunity are ignored and the damage is maximized.

39 1/2 Foot Resistance. Attacks against the cursed emerald yeti using a weapon of greater than 39 1/2 feet ignore all resistances and are made with advantage.

Magic Resistance. The cursed emerald yeti has advantage on saving throws against spells and other magical effects.

Spellcasting. The cursed emerald yeti is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The mummy lord has the following spells prepared:

Cantrips (at will): poison spray, infestation

1st level (4 slots): ray of sickness, grease, inflict wounds

2nd level (3 slots): blindness/deafness, snilloc's snowball swarm

3rd level (2 slots): summon lesser demons

Actions

Multiattack. The cursed emerald yeti can use its Stink Eye and makes two rotten fist attacks.

Rotten Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with emerald yeti rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to coal. The curse lasts until removed by the remove curse spell or other magic.

Stink Eye. The cursed emerald yeti targets one creature it can see within 60 feet of it. If the target can see the cursed emerald yeti, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the cursed emerald yeti's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the cursed emerald yeti's Stink Eye for the next 24 hours.

Charge. The cursed emerald yeti must move at least 20 feet straight toward a target while being pulled in his sleigh in order to use this attack. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) bludgeoning damage and 10 (3d6) slashing damage.

Legendary Actions

The cursed emerald yeti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cursed emerald yeti regains spent legendary actions at the start of its turn.

Attack. The cursed emerald yeti makes one attack with its rotten fist or uses its Stink Eye.

Foul One's Presence. A green cloud of foul stench swirls magically around the cursed emerald yeti. Each creature within 5 feet of the cursed emerald yeti must succeed on a DC 15 Constitution saving throw or be poisoned until the end of the creature's next turn.

Command Allies (Costs 2 Actions). The cursed emerald yeti commands allies to attack.  Any ally of the cursed emerald yeti must use its reaction to make a melee attack against any creature within range that is not its ally.

Stink  Stank Stunk (Costs 2 Actions). The cursed emerald yeti creates a 40-foot-radius sphere of yellow, nauseating gas centered on itself. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute, until the cursed emerald yeti fails a concentration check, or until the cursed emerald yeti chooses to drop this effect.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Description

Cursed emerald yetis are tortured sickly green souls who hermit away in high mountainous ice caves and look down on the world below with bitter resentment.  When their ire is peaked they go on raids into communities below and pillage, taking anything they perceive to be a source of joy or happiness, or noise, all three of which they simply detest.

A cursed emerald yeti often conducts its raids from the back of a sleigh pulled by a frightened beast.  It uses its sleigh to run down its foes and for collecting the treasures it steals for hording away back in its cave.

When cornered or threatened they can fly away upon their cursed staves, crooked 5 ft long withered branches, usually with a nightmarish horse head carved at the top.

Lair and Lair Actions

A Cursed Emerald Yeti’s Lair

A cursed emerald yeti watches over an arctic mountain cave. Hidden in this cave is a cache where a cursed emerald yeti keeps its treasures.

A cursed emerald yeti encountered in its lair has a challenge rating of 10 (5,900  XP).

Lair Actions

On initiative count 20 (losing initiative ties), the cursed emerald yeti takes a lair action to cause one of the following effects; the cursed emerald yeti can’t use the same effect two rounds in a row.

  • The cursed emerald yeti rolls a d6 and regains a spell slot on a 5 or 6.
  • Until the next initiative count 20, all Allies of the cursed emerald yeti have advantage on saves ability checks and attack rolls and gain 1d8 hp.

Regional Effects

A cursed emerald yetis temple or tomb is warped in any of the following ways by the creature’s dark presence:

  • Food instantly rots and water instantly goes stagnant when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
  • Divination spells cast within the lair by creatures other than the cursed emerald yeti have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.

If the cursed emerald yeti is destroyed, these regional effects end immediately.

Habitat: Arctic

Pidd

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