Charge. If Ymir moves at least 20 feet straight toward a target and then hits it with an antler attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. Ymir's innate spellcasting ability is Charisma (spell save DC 14). Ymir can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
1/day each: calm emotions, dispel evil and good, blink
Magic Resistance. Ymir has advantage on saving throws against spells and other magical effects.
Magic Weapons. Ymir's weapon attacks are magical.
Nimble Footing. Ymir has advantage on Dexterity saving throws. They also ignore difficult terrain.
Multiattack. Ymir makes two attacks: one with their hooves and one with their antlers.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Antler. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). Ymir touches another creature with their antlers. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Skiddish Nature. When a creature enters a space within 5 feet of Ymir they Dash and moves as far away from it as they can. Attacks of opportunity made against this movement are rolled with advantage.
Ymir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves. Ymir makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). Ymir creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of Ymir's next turn.
Heal Self (Costs 3 Actions). Ymir magically regains 11 (2d8 + 2) hit points.
Lair and Lair Actions
Ymir's Lair
Ymir's lair lies at the heart of a serene woodland glade in the Ancestral Hunting Grounds.
Lair Actions
On initiative count 20 (losing initiative ties), Ymir takes a lair action to cause one of the following effects; Ymir can’t use the same effect two rounds in a row:
- Heart of the Forest: The trees and blades of grass of the forest come to life. All plants in a 100-foot radius centered on a point of Ymir can see within range (150 ft.) become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
- Cloud Cover: Magical fog billows around one creature Ymir can see within 120 feet. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by Ymir until initiative count 20 on the next round.
- Ensnare Predator: A magical vine sprouts from the ground in an unoccupied space Ymir can see within 60 feet. When the vine appears, it lashes out at a creature within 30 feet of it. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine and be grappled until initiative count 20 on the next round.







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