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/Possessions: Standard

Source: Frostburn

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.

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

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.