Huge Beast, Chaotic Neutral
Armor Class 14 natural armor
Hit Points 85 (10d12 + 20)
Speed 40 ft., climb 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +4
Senses Darkvision 60, Passive Perception 14
Languages Yeti
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Smell. The Abominable Snowman has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The Abominable Snowman has advantage on Dexterity (Stealth) checks made in snowy terrain.

Actions

Multiattack. The Abominable Snowman makes two attacks: one with its bite and one with its claw.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Abominable Snowman can't use its bite on another target.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 3) slashing damage.

Chilling Roar (Recharge 5-6). The Abominable Snowman emits a bone-chilling roar. Each creature within 30 feet of the Abominable Snowman that can hear it must succeed on a DC 14 Constitution saving throw or take 21 (6d6) cold damage and be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Frost Breath (Recharge 5-6). The Abominable Snowman exhales a blast of freezing air in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.

Kyonks

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