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.
Undead Fortitude. If damage reduces the yeti to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the yeti drops to 10 hit points instead.
Blinding Light. The yeti emits bright light in a 20-foot radius and dim light for an additional 20 feet, originating from its empty eye. As bonus action, the yeti can target one creature in its bright light that it can see and force it to succeed on a DC 15 Constitution saving throw or be blinded until the start of the walker's next turn.
Multiattack. The yeti make three attacks with its cold ray or claw attacks.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage
Cold Ray. Ranged Spell Attack: +3 to hit, to range 60 ft., one tar- get. Hit: 25 (4d8) cold damage.
Cold Breath - Recharge 6 . The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC: 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one
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