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Breadcrumb

Abominable Snowman

Challenge
Tags
Terrain
str
18
dex
12
con
16
int
8
wis
12
cha
16

AC 12 (natural armor)

HP 136 (16d10 + 48; bloodied 68)

Speed 40 ft., climb 40 ft.


Proficiency +2; Maneuver DC 14

Skills Perception +3, Stealth +3

Damage Immunities cold

Senses passive Perception 13

Languages Yeti


Camouflage. The abominable snowman has advantage on Stealth checks made to hide in snowy terrain.

Fire Fear. When the abominable snowman takes fire damage, it is rattled until the end of its next turn.

Storm Sight. The abominable snowman’s vision is not obscured by weather conditions.


ACTIONS

Multiattack. The abominable snowman uses Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Chilling Gaze (Gaze). One creature within 30 feet that is not immune to cold damage makes a DC 13 Constitution saving throw . On a failure, the creature takes 10 (3d6) cold damage and is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to any Chilling Gaze for 24 hours.


BONUS ACTIONS

The snowman has the following bonus actions, which it can use only while bloodied :

Elite Recovery. The snowman ends one negative effect currently affecting it. It can use this bonus action as long as it has at least 1 hit point, even while unconscious or incapacitated .

Cold Breath. The snowman breathes a 30-foot cone of freezing wind. Each creature in the area makes a DC 13 Constitution saving throw , taking 21 (6d10) cold damage on a failed save or half damage on a success.

Blizzard (1/Day). The snowman summons a magical blizzard that affects a 500-foot-radius area for 10 minutes or until the snowman dies. The area is difficult terrain , and a creature’s visibility is reduced to 20 feet; beyond this, vision is obscured by snow. A creature in the area that doesn’t move from its space during its turn takes 7 (2d6) cold damage.

Roar (1/Day). Each creature of the snowman’s choice within 120 feet that hears its roar makes a DC 13 Charisma saving throw . On a failure, a creature is frightened for 1 minute. While frightened in this way, a creature is paralyzed . A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success.

Names

Areek, Guag, Ragh, Yeroo


Combat

The snowman uses its Chilling Gaze and then claws the same target. If the target is paralyzed , on its next turn the yeti uses Chilling Gaze and its claws against a different target, if one is available. The yeti flees if it takes fire damage while bloodied .


Legends and Lore

With an Arcana or Nature check, characters can learn the following:

DC 10 Yetis are reclusive primates that dwell in cold climates. Rumors of the creatures abound, but little is known about them for sure.

DC 15 Despite their fearsome appearance, yetis are intelligent and have a language of their own. Encounters with yetis are often violent, though some groups of yetis seem peaceful.

DC 20 Once a yeti spots you, it’s already too late to flee. A yeti’s gaze is enough to freeze most adventurers in their tracks.

Description

Travelers steer clear of certain mountains said to be haunted by abominable snowmen . Luckily, most of these immense yetis hunt alone or with a beast companion; a tribe of yetis led by an abominable snowman can endanger every settlement for miles around.

Behavior

1 Tracking you, howling to attract a larger group

2 Attacks on sight

3 Raiding a humanoid community

4 Peacefully gathering herbs

5 Hiding from travelers

6 Watches travelers from a distance; provides food or shelter to groups in need

Signs

1 A distant, lingering howl

2 Enormous footprints in the snow

3 The sudden onset of a blizzard

4 Frozen corpses

Encounters

Yetis live in cold climes and atop mountains. They venture further afield during winter.

CR 3–4 yeti

CR 5–10 2 yetis ; yeti with mammoth , polar bear , or winter wolf ; abominable snowman

Treasure 2 furs (worth 100 gp each)

CR 11–16 3 or 4 yetis ; abominable snowman with 2 yetis

Treasure horn of winter (as silver horn of Valhalla but it summons 2 yetis instead of berserker hordes)

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.