Yeti Barbarian 2/Fighter 4

Yeti Barbarian 2/Fighter 4 CR 10

XP 9,600
Yeti barbarian 2/fighter 4
CE Large monstrous humanoid (cold)
Init +2; Senses darkvision 60 ft., scent; Perception +15


AC 24, touch 10, flat-footed 21 (+2 Dex, +1 dodge, +14 natural, -2 rage, -1 size)
hp 149 (6d10+1d12+3d10+12+10+4+72)
Fort +17, Ref +8, Will +8; +1 vs fear, +2 vs spells, spell-like, supernatural (while raging)
Defensive Abilities uncanny dodge; DR 10/piercing; Immune cold
Weaknesses vulnerability to fire


Speed 50 ft., climb 30 ft.
Melee 2 claws +22 (1d8+9+2/19-20 plus 2d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks frightful gaze (DC 13, paralyzed 1 rnd), rend (2 claws, 1d8+13)


The abominable snowmen lack subtlety in combat—their raging roars and bellowing charges are as close as they get to organized tactics. Each snowman picks one target to attack, doubling up only if there aren’t enough victims to go around. The snowmen fight to the death when protecting their lair but do not pursue foes further than 500 feet from its edge.

Base Statistics When not raging, an abominable snowman’s stats change as follows: AC 26, touch 12, flat-footed 24; hp 130; Fort +15, Will +6; Melee 2 claws +20 (1d8+9/19–20 plus 2d6 cold); Str 24, Con 19; Climb +20


Str 28, Dex 14, Con 23, Int 7, Wis 14, Cha 10
Base Atk +12; CMB +21; CMD 33
Feats Cleave, Dodge, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Natural Attack (claw), Power Attack, Weapon Focus (claw), Weapon Specialization (claw)
Skills Climb +22, Perception +15, Stealth +2 (+10 in snow); Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
SQ thick hide, rage (10 rounds/day – included in stats), superstition, bravery, armor training 1


Cold (Su)

An abominable snowman’s body generates intense cold, even more so than that generated by a typical yeti, dealing 2d6 points of damage to those who contact it for at least 1 round or those who are struck by its claws.

Frightful Gaze (Su)

Creatures within 30 feet that meet a yeti’s gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based.


Environment cold mountains
Organization solitary,pair, pack (3-8)
Treasure standard

The tribe of snowmen dwells in hollows and chambers within a huge pile of rubble. Their leader once dwelt in a spacious cave near the top of the pile, but that cave now stands empty. At the peak of the rubble pile, the snowmen maintain a 30-foot tall altar to him in the form of hundreds of bones tied together with lengths of sinew to form a rough approximation of a humanoid shape. The tribe numbers 26 in all, but at any one time, only 6 are present here, with the remaining 20 scouring the surrounding mountains for smaller things to torment and eventually eat.

Section 15: Copyright Notice

Pathfinder 6: Spires of Xin-Shalast. Copyright 2008, Paizo Publishing LLC. Author: Greg A. Vaughan

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