KING
Yeti

Yeti

Monstrosity · no Crown (Mundane)

T2d6Minor

Abominable snow beasts, yetis freeze with chilling breath, lurking in icy mountain lairs.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense14--
Heart14--
Cunning16--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Creature of the Snows

Immune to cold damage. Advantage on Cunning checks to hide in snowy terrain.

Passive

Fear of Fire

If it takes fire damage, the yeti has disadvantage on attacks and checks until the end of its next turn.

Maneuvers

Maneuver

Chilling Gaze

Locks eyes with a creature within 30 ft. The target makes a Body save (DC 13); on a failure it takes 2 damage and is stunned 1 round as frost creeps through its limbs, on a success it takes 1 Vigor damage and is immune to this yeti's gaze for 24 hours.

Reactions

Reaction

Snowblind

When attacked from within 30 ft, hurls a spray of snow. The attacker makes a Cunning save (DC 13) or has disadvantage on the attack.

Tactics

GM tactics

Ambushes from snowdrifts. Uses Chilling Gaze to freeze one target in place, then claws another. Blinds anyone who presses it with Snowblind. Flees from fire, sometimes abandoning frozen prey.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.