Fear of Fire. If the yeti takes Fire damage, it has Disadvantage on D20 Tests until the end of its next turn.
Snow Camouflage. The yeti has Advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Multiattack. The Yeti makes two Claw attacks.
Claw. Melee Attack Roll: +5 (with Advantage if the target is Bloodied), reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage plus 3 (1d6) Cold damage.
Rock (Recharge 5-6). Ranged Attack Roll: +3, range 15/50 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is Medium or smaller, it gains the Prone condition.
Chilling Gaze (Recharge 6). Constitution Saving Throw: DC 13 (targets Immune to Cold damage succeed automatically), one creature within 30 ft. Failure: 10 (3d6) Cold damage and the target gains the Paralysed condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Success: The target is Immune to this Yeti's Chilling Gaze for 24 hours.
Description
Yeti are hulking monstrosities that stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape.
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