Frostbite. All of Ymir's abilities (Glacial Strike, Frost Breath, Shards of Ice) apply frostbite. Frostbite lasts for 1 round. A creature afflicted by Frostbite has their speed halved, DISADV on DEX saves all their damage does 20% less, and Ymir's Frost Club gets 1 extra damage die against creature affected by Frostbite.
Ymir gives off an extremely cold aura.
Multiattack, Frost Club. Make 2 Melee Weapon Attacks: +11 to hit, reach 5 ft., 1 target. Hit: 10 (2d8 + 7) Bludgeoning damage.
Shards of Ice. DC 16 DEX save, Ymir freezes the air in a 15ft. square and creating ice shards on his back, then exploding them outward. Creatures within range must succeed a DEX save or take 2d8 piercing and 2d8 cold damage. On a successful save the creature takes half damage. (Applies Frostbite). Ymir has to wait 2 rounds before using this ability again.
Ice Wall. Ymir summons an ice wall 15ft wide, 10ft tall, 5ft wide, out of the ground anywhere within 15ft. This wall lasts 1 round then shatters.
Glacial Strike. DEX save DC 16, Ymir smashes the ground making ice spikes appear in a 15 ft. line out of the ground. Any creature in the line must succeed a DEX save or take (2d6+5) Piercing Damage. On a successful save the creature takes half damage. (Applies Frostbite).
Frost Breath. DEX save DC 17, Ymir lets out a breath of cold in a 10ft. cone. (1,3 grid). Any creature within this cone must succeed a DEX save or take (2d4+2) Cold damage and be frozen (Stunned) until they succeed a DC 15 CON save at the end of their next turn, each turn the DC is reduced by 3. On a successful save the creature is not frozen and takes half damage. (Applies Frostbite)
Extra Attack. Ymir makes 1 Frost Club attack.
Can take 2 Legendary Actions, choosing from the options below. Only 1 Legendary Actin may be used at a time and only at the end of another creatures turn. Spent Legendary Actions are regained at the beginning of Ymir's turn.
Extra Attack (Costs 1 Actions). Ymir makes 1 Frost Club attack.
Ice Wall (Costs 1 Actions). Ymir summons an ice wall 15ft wide, 10ft tall, 5ft wide, out of the ground anywhere within 15ft. This wall lasts 1 round then shatters.
Shield of Thorns (Costs 2 Actions). Ymir activates a rune making purple arcane thorns appear around him. All damage Ymir receives while the thorns are active is reduced by half and reflects that damage back to the creature who damaged it. Lasts for 1 round.
Heavenly Wings (Costs 2 Actions). Ymir activates a rune making him and all allies of his choosing within 20ft, double their movement speed and gain +1 to AC. Lasts for 1 round.
Description
A large being 12 ft tall and 10ft wide made of very thick ice. Emanates a very cold aura. Holds a large club made of ice.
Lair and Lair Actions
A room it has taken over and covered every inch in thick ice, making the room smaller to increase its effectiveness as a close range fighter.
Lair Actions
On initiative count 20 (losing initiative ties), Ymir takes a lair action to cause one of the following effects; the Ymir can’t use the same effect two rounds in a row:
- Ymir causes the very walls of his lair to create ice spikes and attack up to 3 creatures. Each attack makes its own roll +5 for 1d6+1 piercing damage. (Applies Frostbite)
- Ymir covers the ground with fresh ice making the ground slippery for a short time, all creature must succeed a DC 11 DEX save or fall prone.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







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