Yeti Species in Faerûn | World Anvil
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Yeti

Overview

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 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.    

Yeti CR: 3 (700 XP)

Large monstrosity, chaotic evil
Armor Class: 12
Hit Points: 51 (6d10 + 18)
Speed: 40 ft , climb: 40 ft

STR

18 +4

DEX

13 +1

CON

16 +3

INT

8 -1

WIS

12 +1

CHA

7 -2

Skills: Perception +3, Stealth +3
Damage Immunities: Cold
Senses: Darkvision 60 feet, Passive Perception 13
Languages: Yeti
Challenge Rating: 3 (700 XP)

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.   Claw. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 1d6 + 4 slashing damage plus 1d6 cold damage.   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 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.

   

Abominable Yeti CR: 9 (5,000 XP)

Huge monstrosity, chaotic evil
Armor Class: 15
Hit Points: 137 (11d12 + 66)
Speed: 40 ft , climb: 40 ft

STR

24 +7

DEX

10 +0

CON

22 +6

INT

9 -1

WIS

13 +1

CHA

9 -1

Skills: Perception +5, Stealth +4
Damage Immunities: Cold
Senses: Darkvision 60 feet, Passive Perception 15
Languages: Yeti
Challenge Rating: 9 (5,000 XP)

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.   Claw. Melee Weapon Attack: +11 to hit, reach 5 feet, one target. Hit: 2d6 + 7 slashing damage plus 2d6 cold damage.   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 18 Constitution saving throw against this magic or take 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.   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 10d8 cold damage on a failed save, or half as much damage on a successful one.

Lifespan
200 years
Average Height
8 feet
Average Weight
400 pounds

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