Runarcana

Part 4 · Monsters & Creatures

Captive Yeti

The arenas of the Noxian Challengers are violent, bloody places built for public entertainment, not only through fights between gladiators. Besides fighting each other, it’s common for Challengers to be pitted against captured war beasts.

During the Noxian advances into Freljord, Noxian troops captured yetis and brought them to the arenas, offering even greater risks for the Challengers.

Captive Yeti Statblock

Captive Yeti

CategorySoldier
CR5

Beast, Huge

HP189 (30d12+9)
AC12 (Natural)
DR2
Proficiency+3
Initiative+1
Attributes
STR: 18+4
DEX: 12+1
CON: 17+3
INT: 8-1
WIS: 100
CHA: 9-1
Additional
Senses
Keen Smell, Passive Perception 10
Skills
Athletics +7
Speed
50 feet of walking
Languages
Sylvan, Yeti
Experience
Collective725
Individual272

Saving Throws: Strength +7

Damage weakness. Fire damage.

Sure-Footed. The Yeti has advantage on saving throws to resist the Prone condition.

Chains of Fury. The Yeti's attacks deal 2 additional damage dice against Grappled or Restrained targets.

Keen Smell. The Yeti has advantage on Perception checks that rely on smell.

Regeneration. At the start of its turn, if the Yeti has at least 1 hit point, it regains 3 hit points.

Chain. Melee Weapon Attack, +6 to hit, 25 ft. reach, one target. On a hit, deals 9 (1d10+5) Bludgeoning damage.

Claws. Melee Natural Weapon Attack, +7 to hit, 10 ft. reach, one target. On a hit, deals 14 (2d10+4) Slashing damage.

Bite. Melee Natural Weapon Attack, +7 to hit, 10 ft. reach, one target. On a hit, deals 16 (2d12+4) Piercing damage.

Slam. Melee Weapon Attack, +6 to hit, 10 ft. reach, one target. On a hit, deals 16 (2d10+6) Bludgeoning damage.

When looted, this creature has a 70% chance of having the crafting components, 20% of having the intact items, or 10% of them being too damaged for use, requiring repair, of the following items:

Broken Huge Manacles (Uncommon). Originally reinforced manacles made for Huge-sized creatures, they can be used as Chained Gauntlets +1 due to their resilience.

Runic Pulse: Onyx Pulse (2 hit points at the start of each turn, 1d6 at the end of the turn if it doesn't take damage)

Runes: Ravenous, 1 use.