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.
Beast of Winter. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Additionally, moving across difficult terrain composed of ice or snow does not cost the yeti extra movement
Magic Resistance. The yeti has advantage on saving throws against spells and other magical affects.
Berserk. The first time the yeti starts its turn with 60 HP or fewer, it goes berserk until it is killed or regains all its hit points. While berserk, the yeti gains the following traits:
- on each of its turns, the yeti attacks the nearest
creature it can see
- the yeti is no longer affected by its "Fear of Fire" trait
- the yeti gains resistance to nonmagical bludgeoning,
piercing, & slashing damage
- the yeti's weapon attacks score a critical hit on a
19 or 20
Multiattack. The yeti can either make 2 claw attacks, or 1 claw attack and "Roar of the Yeti."
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Roar of the Yeti (Recharge 5-6). The yeti exhales a 30-foot cone of frigid air and ice. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 28 (8d6) cold damage and frost encases its limbs, restraining the creature until the end of its next turn. On a successful save, a creature takes half as much damage and is not restrained.
Brutal Retaliation. When a creature hits the yeti with a melee attack while within 5 feet of the yeti, the yeti can make one class attack against it.
The Yeti of the Wastes can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The yeti makes a Wisdom (Perception) check.
Tail Attack. The yeti makes 2 claw attacks.
Chilling Gaze (Costs 2 actions). 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 18 Constitution saving throw against this magic or take 21 (6d6) cold 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 this yeti's gaze for 1 hour.
Lair and Lair Actions
After the first round of combat, the blizzard suddenly kicks back up. It dies back down after the yeti is slain, almost as if the creature had somehow summoned it.
During a blizzard the following rules apply:
- Visibility is reduced to 30 feet. Creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sound, as well as sight if they don’t have eye protection.
- Creatures in the area have disadvantage on ranged weapon attack rolls
- Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements.
- The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can’t hover.
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