Armor Class 16 (Bone Armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +3, Stealth +3
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Yeti
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks, two whip attacks, or two spear attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Bone Whip. Ranged Weapon Attack: Attack: +7 to hit, reach 25 ft., one target. Hit: 7 (2d4 + 4) piercing damage, and the target is pulled up to 20 feet toward the yeti.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.

Chilling Gaze. 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 13 Constitution saving throw against this magic or take 10 (3d6) 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 the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.

Description

To anyone who may stumble upon this or creatures like this: This is a homebrew creature I made for my homebrew campaign setting and was never originally supposed to be made public. However, I decided to use a homebrew race from that same setting in my friend's Spelljammer campaign, and they requested to use some creatures I was okay with them using from that campaign setting in case we visit the planet or run into some intergalactic poaching ring. However, after a bit, we were made aware that even though I was in their campaign, D&D Beyond did not give them access to my homebrew creatures, so I am releasing duplicated copies of these creatures for them to use and keeping the originals so I can continue to update them as I see fit. So if anything seems janky, that's why.

A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.

Keen Hunters. Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow.

Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls.

Terrifying Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain.

Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within.

Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath.

Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow.

Bone Barrow Yetis. In the frozen south of the Bone Barrow, the yetis that live there have had to adapt to harsher land. In order to combat this harsher landscape, the yetis of the bone barrow have taken to crafting makeshift armor and weapons out of the bones of the creatures they have slain. Furthermore, some have taken to living in larger tribe groups instead of smaller family groups. These yetis have also been taming and training winter wolves and dire wolves as hunting and sled dogs. These adaptions allow the yetis to fend off many larger beasts and hunt down greater prey, such as mammoths.

Only The Strong Survive. The Bone Barrow is very dangerous and deadly, strength is a necessity for a yeti to survive. Because of this, the yetis have created a tradition that ensures strength proliferates through the future bloodlines. Adult males search for strong and formidable creatures, which they capture and return to the tribe alive. Once enough creatures have been collected, the tribe gathers to watch as several unarmored and newly adult males fight these creatures to the death in one-on-one matches in a primitive fighting pit with rocks, branches, and logs strewn about to be used as improvised weapons. The killed creatures's bodies are dragged off into a pile in between matches. These deathmatches continue until only two of the yetis combatants are left. These two will go up against each other in one last death match in which the winner will win the pile of carcasses, from which he will make his first set of armor and weapons.

Habitat: Arctic

TheOrcaboop

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