Yeti (CR 3)

Large Monstrous Humanoid (Cold)
Alignment: Usually neutral
Initiative: +1 (Dex); Senses: Listen +3 and Spot +2

AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Hit Dice: 4d8+11 (29 hp)
Fort +3, Ref +5, Will +5
Speed: 40 ft., climb 20 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +12
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d6+4
Special Attacks/Actions: Constrict, improved grab
Abilities: Str 18, Dex 13, Con 14, Int 9, Wis 12, Cha 11
Special Qualities: Immunity to cold, snowsight, vulnerability to fire
Feats: Dodge; Toughness
Skills: Climb +12, Hide -1*, Listen +3, Move Silently +2, Spot +2, and Survival +2
Advancement: 5-9 HD (Large); 10-12 HD (Huge)
Climate/Terrain: Cold mountains
Organization: Solitary or clan (3-10)
Treasure: Standard

Source: Frostburn


Yeti stalk their prey and lay ambushes to catch their victim by surprise. Once battle is joined, they fight fiercely with their claws.

Improved Grab (Ex): To use this ability a yeti must hit with a claw attack. If it achieves a hold against a Medium-size or smaller creature, it can constrict.

Constrict (Ex): A yeti deals 1d6+4 points of damage with a successful grapple check against Medium-size or smaller creatures, plus an additional 2d6 points of cold damage from the heat-absorbing effects of the creature's fur.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Skills: *The yeti's white fur gives it a +15 bonus on Hide checks in snow.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.