A Monster for Every Season: Summer 2
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    Bugbear in the Playground
     
    TurboGhast's Avatar

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    Default Yeti of the Planes: CR16, 20, and 29 Bosses

    I've created three new legendary action based planar yetis. I wasn't sure where exactly to put their CRs due to the conditions they inflict, so I estimated based on the CR jump for the Abominable Yeti. However, all three inflict more conditions than that creature and reverse engineering CR isn't an exact thing. Please tell me if you think I miss-CRed one of these creatures.

    Spoiler: Optional Rule for All Yetis
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    If you have resistance to cold damage, you have advantage on saves to end the Chilling Gaze effect.
    If you have vulnerability to cold damage, you have disadvantage on saves to end the Chilling Gaze effect.
    (This doesn't apply to the initial save against the effect.)


    Pandemonium Yeti
    Spoiler: Fluff
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    Pandemonium Yetis have been driven completely mad by the winds of pandemonium, and lash out randomly at anybody they can find. Their instinctual modus operandi of ambush predation becomes impossible due to a constant intense wind blasting outwards from them. A semblance of control over these maddening winds occurs because the impossibility of using their instincts drives yetis that undergo this transformation even more insane.

    Spoiler: Stats
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    Spoiler: Basic Traits
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    Gigantic Monstrosity, Chaotic Evil
    AC: 15 (Natural Armor)
    HP: 198 (12d20 + 72)
    Speed: 40 ft, climb 40 ft
    STR 25 (+7) CON 23 (+6) DEX 6 (-2) INT 7 (-2) WIS 9 (-1) CHA 6 (-2)
    Saves: Str +12, Dex +3, Cha +3 (Might auto-succeed, see Legendary Resistance)
    Skills: Athletics +17, Perception +4 (Traits might give advantage or disadvantage, see Keen Smell, Snow Camo and Windstorm Aura.)
    Damage Immunity: Cold
    Senses: Darkvision 60ft, Passive Perception 14
    Languages: Yeti


    Spoiler: CR
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    CR 16 15,000xp
    OCR 17 (13 + 4 for paralysis & pushback control); DPR 66; To-Hit +13
    DCR 15 EHP 288 (+90 for Legendary resistance) EAC 17 (+2 for 3 saving throws)


    Spoiler: Special Traits
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    Pyrophobia: If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
    Keen Smell: The yeti has Advantage on Perception checks that involve smell.
    Snow Camouflage: The yeti has Advantage on Stealth checks made to hide in snowy terrain.
    Legendary Resistance (3/day): If the yeti fails a saving throw, it can choose to succeed.
    Windstorm Aura: Creatures within 20 feet of the yeti need twice as much movement to move towards it. This aura gives the yeti disadvantage on Stealth checks and creates an intense, noisy wind that can be heard from up to a mile away.
    Optionally, other creatures exposed to this noise for a day must make a DC 17 Wisdom saving throw or suffer a form of long-term madness. Each extra day of exposure requires the creature to make another saving throw. After a week of exposure, failing the saving throw inflicts indefinite madness instead. This effect can't cause a creature to have more than one instance of indefinite madness at a time. (Madness tables are on page 260 of the DMG)


    Spoiler: Actions
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    Multiattack: The Yeti uses its Chilling Gaze, then a claw attack.
    Claw: Melee Weapon Attack, +12 to hit, reach 10 ft, one target
    Hit: 2d8+7 (16) slashing damage + 2d6 (7) 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 DC19 Constitution saving throw against this magic or take 6d6 (21) cold damage and then be paralyzed for one 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 a success. If the target's save is successful, or the effect ends on it, the target is immune to this yeti's gaze for an hour.
    Cold Breath (Recharge 6): The yeti exhales a 30 ft cone of frigid air. Each creature in that area must make a DC 19 Constitution saving throw, taking 10d8 (45) cold damage on a failure, or half as much if they succeeded on the save.


    Spoiler: Legendary Actions
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    The yeti can take 3 legendary actions, choosing from the options below. If the yeti is under 100 HP, it has 5 legendary actions instead. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The yeti regains spent legendary actions at the start of its turn.
    Attack: The yeti makes a claw attack. This legendary action can't be used again until the yeti takes a turn.
    Detect: The yeti makes a perception check.
    Gust (2 Actions): One creature within 60ft of the yeti must make a DC16 Strength saving throw. If it fails, it's pushed 60ft. If it succeeds, it's pushed 30ft instead.



    Abyssal Yeti
    Spoiler: Fluff
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    Abyssal Yetis come into existence when a yeti manages to survive an otherwise lethal trip to the Abyss via a combination of luck and skill. Those capable of doing so are warped until they become as powerful as the strongest demons, and are occasionally worshipped by organized groups of yeti.

    Spoiler: Stats
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    Spoiler: Basic Traits
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    Gigantic Monstrosity, Chaotic Evil
    AC: 15 (Natural Armor)
    HP: 264 (16d20+96)
    Speed: 40 ft, climb 40 ft
    STR 26 (+7) CON 23 (+6) DEX 11 (+0) INT 9 (-1) WIS 12 (+1) CHA 7 (-2)
    Skills: Perception +7, Stealth +6 (Traits might give advantage, see Keen Smell and Snow Camo.)
    Damage Resistance: Fire, Lightning
    Damage Immunity: Cold, Poison
    Condition Immunity: Poisoned
    Senses: Darkvision 60ft, Passive Perception 17
    Languages: Yeti, Abyssal


    Spoiler: CR
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    CR 20 25,000xp
    OCR 20 (16 + 4 for paralysis & scare control); DPR 89; To-Hit +13
    DCR 19 EHP 438 (+90 for Legendary resistance, *1.25 for fire resistance) EAC 15


    Spoiler: Special Traits
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    Pyrophobia: If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
    Keen Smell: The yeti has Advantage on Perception checks that involve smell.
    Snow Camouflage: The yeti has Advantage on Stealth checks made to hide in snowy terrain.
    Legendary Resistance (3/day): If the yeti fails a saving throw, it can choose to succeed.


    Spoiler: Actions
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    Multiattack: The yeti uses its Chilling Gaze, then performs two claw attacks.
    Claw: Melee Weapon Attack, +13 to hit, reach 10 ft, one target
    Hit: 2d8+7 (16) slashing damage + 2d6 (7) cold damage + 1d6 (3) necrotic 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 DC20 Constitution saving throw against this magic or take 8d6 (28) cold damage and then be paralyzed for one 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 a success. If the target's save is successful, or the effect ends on it, the target is immune to this yeti's gaze for an hour.
    Abyssal Cold Breath (Recharge 6): The yeti exhales a 60 ft cone of frigid, noxious air. Each creature in that area must make a DC 20 Constitution saving throw, taking 6d8 (27) cold damage and 6d8 necrotic damage (27) on a failure, or half as much if they succeeded on the save. In addition, creatures that fail the saving throw have their speed reduced by 10 ft for a hour. They can repeat the save at the end of each of their turns, ending the effect on a success.


    Spoiler: Legendary Actions
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    The yeti can take 3 legendary actions, choosing from the options below. If the yeti is under 120 HP, it has 5 legendary actions instead. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The yeti regains spent legendary actions at the start of its turn.
    Detect: The yeti makes a perception check.
    Teleport: The yeti magically teleports, along with any equipment it's wearing or carrying, to an unoccupied space within 40 feet of it that it can see.
    Scare (2 Actions): One creature of the yeti's choice must make a DC14 Wisdom saving throw of be frightened for one minute. It can repeat the saving throw at the end of each of its turns.




    Carceric Yeti
    Spoiler: Fluff
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    Carceri wasn't always a prison plane.

    A large group of deities made a compact in order to hold back an influx abominations, and any other beings that couldn't be safely put anywhere else. They agreed to turn Carceri into a prison, and that they wouldn't break prisoners other deities cast into the prison out of it. (Not every deity joined this agreement.) The yetis naturally on Carceri at this time were made into extremely powerful jailers in order to make sure beings the gods wanted to forget about never returned. This is based on 4e fluff, also it helps explain why the jail plane is NE, CE instead of some level of LE.

    Carceric Yetis are smart enough to modify the environment they live in to have a large amount of climbable surfaces and quite a few areas of half-cover, which helps them fight enemies that could otherwise fly away from them and fire spells at them.

    Spoiler: Stats
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    Spoiler: Basic Traits
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    Gigantic Monstrosity, Lawful Neutral
    AC: 20 (Natural Armor)
    HP: 455 (26d20+182)
    Speed: 50 ft, climb 50 ft
    STR 27 (+8) CON 25 (+7) DEX 14 (+2) INT 11 (+0) WIS 16 (+3) CHA 12 (+1)
    Saves: STR +16, DEX +10, INT +8, WIS +11, CHA +9 (Might have advantage or auto-succeed, see Magic Resistance and Legendary Resistance)
    Skills: Acrobatics +16, Athletics +26, Insight +11, Investigation +8, Perception +19, Religion +8, Stealth +18 (Traits might give advantage, see Keen Smell and Snow Camo.)
    Damage Resistance: Psychic, Nonmagical Bludgeoning, Piercing, and Slashing
    Damage Immunity: Cold (See Cold Absorption)
    Senses: Darkvision 60ft, Truesight 60ft, Passive Perception 29
    Languages: Yeti, Celestial


    Spoiler: CR
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    CR 29 135,000xp
    OCR 27 (23 + 4 for paralysis, slow & grapple control); DPR 150; To-Hit +16
    DCR 30 EHP 681 (+90 for Legendary resistance, *1.25 for absorption) EAC 26 (20 +4 Saves +2 Magic Resistance)


    Spoiler: Special Traits
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    Escape Sense: The yeti knows the location of any of the secret planar portals out of Carceri within a mile of its location.
    Planar Lock: Creatures and objects within a mile of the yeti can't go to another plane, even if they use wish. Spells they attempt to use in order to change plane fail, and portals become adamantine-solid walls.

    Lesser Pyrophobia: If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. This trait doesn't function if the yeti's under 200 HP, or if the yeti successfully saved against the effect that dealt fire damage.
    Keen Smell: The yeti has Advantage on Perception checks that involve smell.
    Snow Camouflage: The yeti has Advantage on Stealth checks made to hide in snowy terrain.

    Cold Absorption: Whenever the yeti is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
    Icy Spines: The yeti has a number of icy spines on its back magically radiating extreme cold. Other creatures that start their turn within 5 feet of the yeti take 8 cold damage.

    Magic Resistance: The yeti has advantage on saving throws against spells and other magical effects.
    Magic Weapons: The yeti's claw attacks are magical.
    Legendary Resistance (3/day): If the yeti fails a saving throw, it can choose to succeed.


    Spoiler: Actions
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    Multiattack: The yeti uses its Chilling Gaze, then performs three claw attacks.
    Claw: Melee Weapon Attack, +16 to hit, reach 10 ft, one target
    Hit: 2d8+8 (17) slashing damage + 4d6 (14) cold damage + 2 radiant damage
    Chilling Gaze: The yeti targets one creature it can see within 90 feet of it. If the target can see the yeti, the target must succeed on a DC23 Constitution saving throw against this magic or take 9d6 (31) cold damage and then be paralyzed for one 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 a success. If the target's save is successful, or the effect ends on it, the target is immune to this yeti's gaze for an hour.
    Cold Breath (Recharge 6): The yeti exhales a 90 ft cone of frigid, noxious air. Each creature in that area must make a DC 23 Constitution saving throw, taking 14d8 (63) cold damage on a failure, or half as much if they succeeded on the save. In addition, creatures that fail the saving throw have their speed reduced by 15 ft for a hour. They can repeat the save at the end of each of their turns, ending the effect on a success.


    Spoiler: Legendary Actions
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    The yeti can take 3 legendary actions, choosing from the options below. If the yeti is under 200 HP, it has 5 legendary actions instead. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The yeti regains spent legendary actions at the start of its turn.
    Detect: The yeti makes a perception check.
    Move: The yeti moves its speed. It can climb during this movement.
    Launch Spine: The yeti launches an icy spine from its back into an unoccupied space within 90 feet. The spine has AC 18, HP 20, and vulnerability to fire damage. Creatures other than the yeti within 5 feet of a spine take 5 cold damage whenever they start their turn. Creatures can't take damage from more than one spine when starting their turn. (Maximum of 5 damage, even if surrounded by spines.)
    Icicle Wave: (3 actions) Other creatures standing on a solid surface within 60 feet of the yeti must make a DC 23 Dexterity saving throw. Failure causes icicles to impale the creature, dealing 2d4 (5) cold damage and causing the creature to be grappled. The icicles have AC 15, HP 50, and vulnerability to fire. The grapple's escape DC is 23. They crumble away if the creature escapes. (The creature automatically escapes if the icicle is destroyed.)



    Spoiler: Edit Log
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    v1.0: Fixed typo in Carceric Yeti's AC. (120 -> 20) It can actually be hit now.
    v1.1: Added reminder text to saves & skills showing potential advantage, disadvantage and autosuccess. Affects all three monsters.
    v1.2: Reduced Carceric Yeti's immunity to nonmagical weapons to resistance. Added Cold Absorption in its place.
    v1.3: Fixed typo in Pandemonium Yeti's Windstorm Aura. Extra saves for long term madness are now required for each day, rather than each week. Fixed typo in Carceric Yeti's Planar Lock by pluralizing "object", fixed another typo in its Cold Absorption by replacing "fire" with "cold". Launch Spine given significant reword, to increase clarity. Reworded Icicle Wave slightly.
    v1.4: Fixed typo in Abyssal & Carceric Yeti's Cold Breath. (creates -> creatures) Moved a comma section to a parenthetical and fixed a typo in Carceric Yeti's fluff. (Parenthetical section was gumming up first sentence, moved to after the second.)
    v1.5: Even more wording fixes: Added "and" to description of the icicles created by icicle wave. Changed "madder" in Pandemonium Yeti's fluff to "more insane". Reworded Pandemonium Yeti's madness effect to clearly be able to affect multiple creatures at a time, but only with one madness effect. Italicized notation of where the madness tables are found.
    Last edited by TurboGhast; 2018-10-28 at 02:38 PM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
    ElfRangerGuy

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    Default Re: Yeti of the Planes

    Are you sure the Carceri yeti is supposed to have an AC of 120?

  3. - Top - End - #3
    Bugbear in the Playground
     
    TurboGhast's Avatar

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    Default Re: Yeti of the Planes

    Quote Originally Posted by Rerem115 View Post
    Are you sure the Carceri yeti is supposed to have an AC of 120?
    That was a typo. Thanks for catching that.
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