The Yeti is the biggest night creature of the Tundra: a shaggy white ape that pounds the ground, rips up boulders to throw and charges on all fours. It is slow to turn but hits very hard, so it is a fight to plan for rather than one to stumble into.
Where it appears
- The Tundra at night. Each time a night creature comes in the Tundra there is a 4.5% chance it is a Yeti, and only one Yeti is ever about at a time.
- Tundra dungeons of Grim difficulty or harder: about 1 in 20 of the creatures there.
It does not leave the dark on its own: like the other night creatures it fades away at dawn if you have not finished it.
Health
In the open world it has 165 health when you hold no Jewels, and 70% more for each Jewel you hold (up to 743 with all five). Its blows grow by 40% for each Jewel. In a dungeon its health and blows follow that dungeon's difficulty instead (see Creatures).
Attacks
Damage below is with no Jewels held, before your defence and coat.
| Attack | What it does | Damage | How to avoid it |
|---|---|---|---|
| Swipe | A sideways sweep of its arm at close range. The blow lands about 0.4 seconds after it starts. | About 20 | Step back, or right-click or R. A parried swipe staggers it for 0.75 seconds. |
| Slam | It heaves both fists up and brings them down; a shockwave rings out 46 px around the impact about 1.5 seconds in. | About 29 | Space over the ring. It cannot be parried. |
| Boulder | From 70 to 240 px away it tears up a boulder and throws it (released about 1.3 seconds in) at where you are heading. A shadow on the ground grows where it will land. | About 22 | Move out of the shadow. It cannot be jumped or parried. Each boulder leaves a lump of snow (up to 3). |
| Charge | Down on all fours with a bellow (0.5 seconds), then it gallops at 140 px a second for up to 1.5 seconds or 280 px. | About 25, and you are thrown | Sidestep. If it runs into a wall, tree, rock or a snow lump it crashes and sits dazed for 2.4 seconds. |
| Frost breath | Only once it is angry (see below), at up to 84 px in front of it: a cone of icy breath for about a second. | About 7 every 0.3 seconds | Get out of the cone or behind it. Each puff that lands leaves you chilled for 3 seconds. |
Behaviour
- It notices you from up to 200 px away. The first time it does, it roars (about 1.8 seconds) before it attacks.
- Close in (under 44 px) it picks the swipe or the slam; a little further out the slam; from 70 to 240 px away it throws a boulder or charges, if the way is clear.
- Angry: when its health falls below 40%, it shakes the icicles off its fur and drums its chest (about 1.4 seconds). After that it moves and attacks 20% faster, rests less between attacks and can use its frost breath.
- Flinching: a heavy blow (a Greatsword, a War Hammer, a heavy or critical hit) makes it flinch every second hit; other blows every fourth. The Daggers and the Bow never make it flinch.
Chilled
The frost breath leaves you chilled: you move and act more slowly until it wears off 3 seconds later. Standing by a fire ends it at once, and a warm drink or the spice of an Emberpepper keeps it off you entirely. See Status Effects.
How to fight it
- Stay close and to its side or back. Blows from behind deal 20% more, and it is slow to come round.
- Watch its arms: when both go up, get ready to Space the slam's ring. When it drops to all fours, step aside.
- Fight it near trees and rocks: a charge that hits one leaves it dazed for 2.4 seconds, and it takes 25% more from every blow while dazed.
- Its boulder lumps stay on the ground and also stop its charge, so a few thrown boulders make the next charge safer.
- Bring a warm drink if you expect it to get angry, so the breath only hurts and does not slow you.
Drops
Each one you defeat leaves:
| Item | Amount | Chance | Used for |
|---|---|---|---|
| 1 | ALWAYS | Any Fur, Warrior's Raincoat, Satchel, Spirit-sewn Pack | |
| 1 | ALWAYS | Any Tooth, Warrior's Raincoat, Fighter's Charm, Yeti Tusk Charm | |
| 2 | ALWAYS | Any Fat, Lamp Oil, Fox Treat, Frog Treat, and more |
Spirits and experience
When it falls it lets go of 9 Water and 7 Earth spirits. You gain experience in: