Yeti
GM's Eyes Only
Spoilers. This page is written for the GM, and players who read on will learn things their characters don't know.
The male Ice-Troll: a shaggy, mammoth-riding nomad who doesn't stay dead. Made for Tir Hathar; see The Northern Reaches.
What it is. The males of the Ice-Trolls, with the hags as the females. A yeti is huge, with shaggy pale-to-white fur, more Bigfoot than warty grey troll. Bands follow the Wooly Mammoth herds across the tundra-steppe, riding them into a fight when they need to. There's no troll-hold to find and burn: by the time anyone organizes, the band is somewhere else.
Not a monster. The Ice-Trolls are pragmatic naturalists. A yeti fights to defend the herds' grazing land, the way any nation defends its farmland, not out of malice. He can be reasoned with, as long as nobody is carving up the steppe.
The elders. An aging yeti ranges less and less, and eventually settles near a hamlet as its guard. A hamlet's elder is slower than a young male, and even more dangerous.
Fae-blooded. The Ice-Trolls carry Unseelie Fae blood, as the Elves carry Seelie.
Stats¶
First draft, built from WWN's baseline stat lines.
| HD | AC | Atk | Dmg | Shock | Move | ML | Inst | Skill | Save | |
|---|---|---|---|---|---|---|---|---|---|---|
| Yeti | 7 | 15 | +8 x2 | 1d10 | 3/15 | 40' | 10 | 4 | +2 | 12+ |
| Yeti elder | 9 | 15 | +10 x2 | 1d12 | 4/15 | 30' | 12 | 3 | +3 | 11+ |
- Regeneration. It regains 3 hit points at the start of each of its turns. Damage from fire or acid doesn't regenerate. Dropped to 0 hit points by anything else, it isn't dead: it gets back up 1d6 hours later with 1 hit point unless the body is burned or dissolved.
- Hurl. It can throw a boulder or a block of ice as a ranged attack out to 60 feet: +6, 2d6.
- Rider. Mounted on a mammoth, it fights from the mammoth's back while the mammoth attacks too.
- Cold-built. Immune to ordinary cold, and it moves through snow without slowing.
Still open: playtesting the numbers. Suggested, not settled: their Fae blood gives them what it gives the Elves, +2 to saves against magic and a weakness to iron. Iron could also be a third thing that stops their regeneration, alongside fire and acid.