Fear of Fire. If the yaketi takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yaketi has advantage on Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The yaketi has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Shadow Jump. As a bonus action, the yaketi can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The yaketi can use this ability between the weapon attacks of another action it takes.
Multiattack. The yeti can use its Chilling Gaze and makes two hoof punch attacks.
Hoof Punch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning 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 14 Constitution saving throw against this magic or take 10 (3d6) cold damage plus 3 (1d6) 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 the Chilling Gaze of all yaketis (but not abominable yetis or yetis) for 1 hour.
Description
Yaketi are terrifying creatures, a deadly synthesis between a yak and a yeti. The yeti's hands are replaced with hooves, which can deal out a powerful punch. The cold within the yeti now contains a horrible darkness, allowing it to shadowstep at will. Oh, and it wears plate armour.
Previous Versions
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