Part 4 · Monsters & Creatures
Yeti
Yeti? That doesn’t even exi–ARGHHH!
It’s hard to talk about a creature that whoever saw it usually didn’t survive to tell about. Around some campfires in Freljord, I learned that in the past these creatures were once intelligent, magically powerful beings.
No one knows exactly why, but in a distant past, they became furious creatures that attack without a second thought.
Accounts agree that they currently live in the mountains north of Freljord. As I said, few have seen them, but there’s always one point of agreement: they don’t hesitate to protect their cubs, and where there’s a cub there’s a very angry mother about to feed it the flesh and bones of the unwary.
Rewards
Some body parts of a Yeti can be obtained after it’s dissected, and can be used for various purposes.
Item Crafting
Materials obtained from a Yeti’s body carry a link to its icy magic. Each material sourced from a Yeti grants a specific effect when used to craft items, in exchange for an increase in the difficulty of crafting them:
- A Yeti’s Claws and Fangs can be used by a creature with the Cutler craft to create Piercing weapons.
- When using these materials to craft weapons, the weapon created deals 1d4 additional Cold damage.
- The Fur of an adult Yeti can be used by a creature with the Seamstress craft to create clothing and fabrics.
- When using this material to craft clothing, the clothing created grants resistance to Cold damage and to the effects of Extreme Cold, but grants vulnerability to Fire damage.
Yeti Statblocks
Cub

Yeti Cub
Beast, Small
- Senses
- Keen Smell. Passive Perception 9
- Skills
- Athletics +2, Stealth +3
- Speed
- 20 feet of walking
- Languages
- Yeti (understands)
Defenses
Saving Throws: Constitution +3
Damage immunity. Cold damage.
Damage weakness. Fire damage.
Characteristics
Snow Camouflage. The Yeti has advantage on Stealth checks made to hide in snow and snowy environments.
Keen Smell. The Yeti has advantage on Perception checks that rely on smell.
Fear of Fire. If the Yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the start of its next turn.
Attacks
Claws. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 5 (2d4) Slashing damage + 2 (1d4) Cold damage.
Bite. Melee Natural Weapon Attack, +2 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d8) Piercing damage + 2 (1d4) Cold damage.
Runes
Runic Pulse: Onyx Pulse (1 hit point at the start of each turn, 1d4 at the end of the turn if it doesn't take damage)
Runes: Ravenous, 1 use.
Adult

Adult Yeti
Beast, Huge
- Senses
- Keen Smell, Passive Perception 10
- Skills
- Athletics +7, Stealth +2, Intimidation +2
- Speed
- 50 feet of walking
- Languages
- Sylvan, Yeti
Defenses
Saving Throws: Constitution +6
Damage immunity. Cold damage.
Damage weakness. Fire damage.
Characteristics
Sure-Footed. The Yeti has advantage on saving throws to resist the Prone condition.
Snow Camouflage. The Yeti has advantage on Stealth checks made to hide in snow and snowy environments.
Keen Smell. The Yeti has advantage on Perception checks that rely on smell.
Fear of Fire. If the Yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the start of its next turn.
Regeneration. At the start of its turn, if the Yeti has at least 1 hit point, it regains 3 hit points.
Attacks
Claws. Melee Natural Weapon Attack, +7 to hit, 10 ft. reach, one target. On a hit, deals 14 (2d10+4) Slashing damage + 6 (1d12) Cold damage.
Bite. Melee Natural Weapon Attack, +7 to hit, 10 ft. reach, one target. On a hit, deals 16 (2d12+4) Piercing damage + 6 (1d12) Cold damage.
Chilling Gaze (recharge 5-6). The Yeti stares at a creature it can see within 30 feet of it. If the target can see the Yeti, it must make a DC 12 Charisma saving throw. On a failure, the creature takes 10 (3d6) Psychic damage and becomes Paralyzed for 1 minute. On a success, the creature takes no damage and becomes immune to any Yeti's Chilling Gaze for the next hour. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful saving throw, the target is immune to the Chilling Gaze of all Yetis for 1 hour. Creatures immune to the Frightened condition are immune to this effect.
Equipment and Loot
A creature with the Collector: Biologist craft can dissect the following parts from the Yeti:
Claws and Fangs: It's possible to collect 10 (3d6) claws and fangs from the Yeti. Yeti claws and fangs can be used as raw material to craft slashing or piercing weapons.
Fur: It's possible to collect the Yeti's fur. The fur of an Adult Yeti can be used as raw material for cold-weather fabrics and clothing.
Runes
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: Bloodthirst, 1 use.
