Yeti, Abominable (CR 7)
Huge Monstrous Humanoid (Cold)
Alignment: Usually neutral
Initiative: +1; Senses: Listen +4 and Spot +4
AC: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Hit Dice: 10d8+60 (105 hp)
Fort +8, Ref +8, Will +9
Speed: 40 ft., climb 20 ft.
Space: 15 ft./15 ft.
Base Attack +10; Grapple +27
Attack: Claw +17 melee
Full Attack: 2 claws +17 melee
Damage: Claw 1d8+9
Special Attacks/Actions: Constrict, improved grab
Abilities: Str 29, Dex 15, Con 22, Int 8, Wis 14, Cha 8
Special Qualities: Immunity to cold, snowsight, vulnerability to fire
Feats: Dodge; Improved Natural Armor; Mobility; Spring Attack
Skills: Climb +17, Hide -2*, Listen +4, Move Silently +5, Spot +4, and Survival +4
Climate/Terrain: Cold mountains
Organization: Solitary or clan (2-7)
An abominable yeti is an exceptionally large and foul-tempered example of its kind. See Yeti
Constrict (Ex): An abominable yeti deals 1d8+9 points of damage with a successful grapple check, plus an extra 2d6 points of cold damage from the heat-absorbing effect of the creature's body.
Improved Grab (Ex): To use this ability, an abominable yeti must hit a Large or smaller creature with a claw attack. If it gets a hold, it can constrict.
Snowsight (Ex): A yeti can see in snow as per the snowsight spell.
Skills: *An abominable yeti's white fur gives it a +12 racial bonus on Hide checks in snow.
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.