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 Bean Breath and makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 27(4d8 + 9) slashing damage plus 9 (2d6) cold damage.
Bean Breath (Recharge 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (5d8) cold damage on a failed save, or half as much damage on a successful one.
The yeti has 2 legendary actions per round that it can take after another creature has ended it's turn.
Move: Move up to 40ft
Attack: Make a Claw attack
Eat: Eat beans restoring it's Bean Breath attack
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