Can sense when players are about to cast a spell and has a chance to counter attack.
Action Name. Can launch boulders at player
Action Melee Attack. Melee Weapon Attack: 1d20+1 to hit, reach 10 ft., 2 target. Hit: (1d20 +3) [normal] damage.
Action Ranged Attack. Ranged Weapon Attack: to hit, range 30 ft., 2 target. Hit: 1(1d20 + 0) [ice ] damage.
Can climb and go into its layer if it feels outmatched.
Can react and go into a rage every 5 hits taken. When in rage damage goes up 1d20+5 for 2 turns.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs 5 Actions). Can go into rage and do 1d20+5 damage for 2 turns.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs 20 Actions). Swarms 2 normal yetis at players and scatters into layer after 20 hits of damage. These normal yetis do 1d6 damage.
Description
The black yeti is the king of Yetis. He stands at 10 feet tall. He can pick up boulders and players and throw them for 1d20+2 damage. He is a level 5 monster that shows no mercy to enemies. If you manage to defeat this monster you will be able to sell its pelt and meat for a whopping 1,000 gold pieces. However transporting this will be difficult.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (1), the [ Black yeti] takes a lair action to cause one of the following effects; the [Black yeti] can’t use the same effect two rounds in a row:
- It can collapse a tunnel on players
Regional Effects
The region containing a legendary [Black yeti]’s lair is covered in [fog sight], which creates one or more of the following effects:
Can slightly blind players however players can see barely.
- Blinds players however it is not full blindness but players sight are cloudy
- If the [Black yeti] dies, these effects fade over the course of 1 day.
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