Upheaval

Yeti

CR 4, N Large Monstrous humanoid (cold)

Senses: Perception 10, Darkvision 60, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.

Speed: 40 ft., climb 30 ft.  Skills: Athletics 8, Intimidation 9, Stealth 1

Languages: Aklo

Ability Scores: Str 19 (+6), Dex 12 (+7), Con 15 (+4), Int 9 (+5), Wis 12 (+7), Cha 10 (+6)

INIT: +1  CP: +6  HP: 45 (6d10+12)  SA: --  DC: 17

AC: 17  Touch: 10  Flat-footed: 16 [+1 Dodge, +7 Natural, -1 Size]

SR: --  Vulnerable: Fire 5  Resistant: --  Bypass: --

Immunity: Cold  Effect Immunity: --

QUALITIES

Power Attack (ex) - A Yeti may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Yeti does one extra point of damage. The Yeti must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Cold Aura (ex, Aura, Cold) - When this creature is attacked with an unarmed strike or a natural weapon, it's attacker takes 1d6 points of cold damage per successful hit (4d6 points of damage when grappled).

ACTIONS
Attacks

Cleave (ex) - As a standard action, the Yeti can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Yeti may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.

DESCRIPTION

Environment: cold mountains

Organization: None

Treasure: standard

This creature stands like a man, yet is half again the height of most men and covered with a coat of thick white fur.

Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of abominable snowmen who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow. Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti's temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh. The source of such cruel madness can often be traced to a singular source-proximity to strange, eldritch dimensions. The yetis' mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives inf luenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.

Yetis make their lairs in remote mountains and hills. They are fierce predators with ravenous appetites, dining on mountain goats, sheep, polar bears, and humanoids. They are particularly fond of human and elf flesh. The typical yeti stands 9 feet tall and weighs 600 or more pounds. A yeti attacks with its claws, attempting to grab an opponent and squeeze it against its frigid body. Yeti Characters +8 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom. Yetis are fierce and brutal combatants. Large: Yetis are Large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks. Fast: Yetis have a base speed of 40 feet. Darkvision: Yetis can see in the dark up to 60 feet. Racial Hit Dice: A yeti begins with 4 levels of monstrous humanoid, which provides 4d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4 Racial Skills: A yeti's monstrous humanoid levels give it skill points equal to 4 x (4 + Int modifier). Yetis have a +4 racial bonus on Perception checks, and a +12 racial bonus on Stealth checks made in snow. Racial Feats: A yeti's monstrous humanoid levels give it two feats. AC: +4 natural armor bonus Special Attacks: cold, frightful gaze, squeeze (see above). Languages: Yetis begin play speaking Giant. Yetis with high Intelligence scores can choose from the following languages: Common, Elf, Orc.