If you can figure a cunning way to slide out of it, say using a few clever illusions (of fire) and Charisma skills, that would be best. If you can't, however... well, I don't think you're necessarily doomed. The gaze attack is the danger here. Paralysis is a fast ticket to death. If you take that away, the fight may be winnable.
Now, that gaze attack has three weaknesses. First and foremost, as soon as you make the Con save, you're immune for an hour; and that immunity is to all three yetis, not just one. Second, it requires the yeti to actively trigger it on its turn--it's not like a medusa's gaze where it happens automatically. Third, it doesn't work on anyone who can't see the yeti.
So, here's what I'm thinking: Try to find a nook where the yetis have to come at you from one direction, and have the druid cast entangle. That creates a 20-foot zone of difficult terrain, which is enough to eat up a yeti's entire movement. If you stand 5 feet back from the edge, they will have to choose between Dashing to close with you (giving you a round to whale on them and hopefully kill one), or using the gaze attack at range (giving you a chance to recover before they get into melee range).
Your party fighters are proficient in Con saves, and I assume they have good Con scores as well. If they're lucky, they'll make their initial saves and the gaze attack will roll right off them; if they do get tagged, they'll recover fast. As for you and the druid: Shoot from behind the fighters, and when it isn't your turn, close your eyes. The yetis can't target you with a gaze while your eyes are closed. They would have to ready an action for you to open your eyes on your turn, which comes with its own set of problems (like the fighters see the yeti hold its action and yell "Keep 'em shut!" and the yeti has wasted its turn).
After entangle, the druid should use produce flame to impose disadvantage on one yeti each round. (Obviously, the first target should be whichever yeti is in melee range.) Do you, the arcane trickster, have any way to add fire damage to your attacks? Alchemist's fire you could throw, maybe? Try to spread the disadvantage around, while the fighters focus fire to bring down the yetis one by one.
One other possibility: Your triton cavalier has an ace to play in the form of fog cloud. That shuts down the yetis' gaze completely. The drawback is that it means you don't get sneak attack and you can't exploit the yetis' Fear of Fire (due to both you and the yetis being blind), and the spell goes down if the cavalier's concentration is disrupted. (Concentration spells kind of suck for melee warriors.) But if you aren't able to set up a good defensive position, it might save your butts.
Now, that gaze attack has three weaknesses. First and foremost, as soon as you make the Con save, you're immune for an hour; and that immunity is to all three yetis, not just one. Second, it requires the yeti to actively trigger it on its turn--it's not like a medusa's gaze where it happens automatically. Third, it doesn't work on anyone who can't see the yeti.
So, here's what I'm thinking: Try to find a nook where the yetis have to come at you from one direction, and have the druid cast entangle. That creates a 20-foot zone of difficult terrain, which is enough to eat up a yeti's entire movement. If you stand 5 feet back from the edge, they will have to choose between Dashing to close with you (giving you a round to whale on them and hopefully kill one), or using the gaze attack at range (giving you a chance to recover before they get into melee range).
Your party fighters are proficient in Con saves, and I assume they have good Con scores as well. If they're lucky, they'll make their initial saves and the gaze attack will roll right off them; if they do get tagged, they'll recover fast. As for you and the druid: Shoot from behind the fighters, and when it isn't your turn, close your eyes. The yetis can't target you with a gaze while your eyes are closed. They would have to ready an action for you to open your eyes on your turn, which comes with its own set of problems (like the fighters see the yeti hold its action and yell "Keep 'em shut!" and the yeti has wasted its turn).
After entangle, the druid should use produce flame to impose disadvantage on one yeti each round. (Obviously, the first target should be whichever yeti is in melee range.) Do you, the arcane trickster, have any way to add fire damage to your attacks? Alchemist's fire you could throw, maybe? Try to spread the disadvantage around, while the fighters focus fire to bring down the yetis one by one.
One other possibility: Your triton cavalier has an ace to play in the form of fog cloud. That shuts down the yetis' gaze completely. The drawback is that it means you don't get sneak attack and you can't exploit the yetis' Fear of Fire (due to both you and the yetis being blind), and the spell goes down if the cavalier's concentration is disrupted. (Concentration spells kind of suck for melee warriors.) But if you aren't able to set up a good defensive position, it might save your butts.
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