Yeti (Race)

Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Special Advantages:
* Any opponent within 10 feet of the yeti must make a saving throw vs. paralyzation or meet the yeti's eyes and be paralyzed from fright for 3 full rounds. A creature that saves against this attack once is immune to it for the duration of the combat. The gaze attack affects no more than one opponent per round. The yeti gains this ability at 4th level. 
* Any creatures touching the yeti for a full round or longer suffers 2d8 points of damage from cold each round. A mere touch (from an attack or healing spell, for example) inflicts only 1d4 points of damage. 
** If the yeti spends significant time away from their frigid mountain home, this radiant cold aura fades in about 6 months. 
* Yeti are invisible if motionless in heavy snow.
** A yeti wearing any sort of armor or significant clothing suffers penalties from -5% to -75%, depending on the amount worn (DM's discretion). 
Special Disadvantages:
* Take damage as large creatures
* Yeti suffer 50% more damage from any heat- or fire based attacks.
 Racial Adjustment for Thieves
PP 	OL 	F/RT	MS	HS	DN	CW 	RL
-5%	-5%	— 	— 	C 	— 	-5%	—
: C Yeti add 50% to their ability to Hide in Shadows in snow. Even non-rogue yeti have this ability at 50%.