Abominable Yeti Mage (5e Creature)

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Abominable Yeti Mage[edit]

Huge monstrosity, neutral evil


Armor Class 15 (natural armour)
Hit Points 137 (11d12 + 66)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 14 (+2) 14 (+2) 25 (+7)

Skills Perception +7, Stealth +5
Proficiency Bonus +5
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 17
Languages Common, Yeti
Challenge 13 (10,000 XP)


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.

Spellcasting. The yeti is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The yeti knows the following sorcerer spells:

Cantrips (at will): acid splash, chill touch, light, poison spray, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, color spray, magic missile, thunderwave
2nd level (3 slots): gust of wind, hold person, shatter
3rd level (3 slots): lightning bolt, sleet storm
4th level (3 slots): ice storm
5th level (2 slots): cone of cold
6th level (1 slot): chain lightning
7th level (1 slot): prismatic spray

ACTIONS

Multiattack. The yeti can use its Chilling Gaze. It then makes two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (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 19 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.

Cold Breath (Recharge 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.


How such a normally dull-witted creature learned the arcane arts and lost its instinctual fear of fire is unknown, perhaps influence from some twisted entity from the far planes. With such power, physical and magical, this monstrous powerhouse is not to be taken lightly.

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