Neutral Large Monster (cold, mammal) (8-ft, 325-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-6
SURPRISE: 33% — Others ~Auto
SENSES infravision
ARMOR CLASS: 6
MOVE: 15"
HIT DICE: 4 + 4 (hp 22)
% IN LAIR: 10%
TREASURE TYPE: D
THAC0: 15
MELEE: 2 claws (1d6 each)
SPECIAL ATTACKS: fear gaze, hug (2d8) - Hits As: +1
SPECIAL DEFENSES: immune to cold
WEAKNESS: vulnerability to fire (plus half)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Yeti
LEVEL: V (XP 435 + 5 per hp)
These bulky, 300+ pound, creatures are covered in long white fur. Their eyes are pale blue or almost colorless. Their claws and teeth are ivory white.
Inhabiting only regions of icy cold, yeti are seldom encountered by warm-blooded mankind. Those who do have the misfortune to stumble upon these monsters seldom live to tell the tale, for yeti are very fond of human flesh.
Yeti are nearly invisible until within 10-ft to 30-ft of their prey. (For each level above 1st, add 5% chance of spotting a yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)
Yeti attacks with two clawing strikes, and if any one of these attacks succeeds with a die score of 20 the yeti has grabbed and squeezed his opponent for 2-16 points of additional damage from the chill of the creature.
Worse still, if the creature surprised an opponent, a saving throw versus [Poison] must be made, or the victim has looked into the creature's eyes and is rigid with fright for 3 melee rounds and can be automatically struck twice and squeezed by the yeti.
Because of their adaption to cold, yeti are very susceptible to fire, and attacks employing such heat do 50% greater damage.
If found in their lair there is a 30% chance that there are 1-3 females there also, and a 15% chance of an additional 2-5 young if females are present.
Neutral Man-sized Humanoid (mammal) (6½-ft, 220-lbs)
FREQUENCY: Very rare
NO. APPEARING: 11-30
SURPRISE: 33%
SENSES infravision
ARMOR CLASS: 4
MOVE: 18"
HIT DICE: 3 + 6 (hp 20)
% IN LAIR: 40%
TREASURE TYPE: see desc
THAC0: 15
MELEE: 2 limbs (1d4 each) and bite (1d6) or by weapon
SPECIAL ATTACKS: stench, weapon bonus - Hits As: +1
SPECIAL DEFENSES: immune to cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Taer
LEVEL: III (XP 150 + 4 per hp)
The vile race of taers inhabits the coldest mountain regions, dwelling in caves and continually hunting for food.
Normal attack is by kick, punch, and bite, although 50% of these creatures will have crude spears which they will hurl prior to closing for melee. Spear hurling is at +1 to hit and +3 to damage.
The taers ooze a fatty excretion which has a particularly vile odor. Any creature within 10 feet of a taer must save vs. Breath weapon or suffer a disorientation and nausea which will last for 2-5 hours. Attacks will be penalized by -2 to hit probability and -1 damage.
This same secretion aids these creatures to withstand cold, even of the magical sort.
Taers' treasure is typically a collection, of polished teeth, horns, and crudely sculpted stone idols. There is a 15% chance for real treasure captured from some human victims. If such treasure does exist, there is a 10% chance for 1 magic item to be included, especially a weapon.