Liv Rune’s Revival (Recharges after a Short or Long Rest). If the avatar dies, it is immediately restored to life with 500 hit points, it recharges its rock action, and ot regains any expended uses of Legendary Resistance. Additionally, Ymir can now use the options in the “Mythic Actions” section for one minute. If Ymir uses their Liv Rune’s Revival, they count as two CR 30 creatures for calculating the difficulty of the encounter.
Ferd Rune’s Step. On each of their turns, Ymir can use a bonus action to take the dash or disengage action.
Legendary Resistance (5/Day). If Ymir fails a saving throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Ymir is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Ymir’s weapon attacks are magical.
Mark of the Krig Rune. Ymir’s allies have advantage on saving throws against spells and are immune to being charmed and frightened while within 120 feet of him.
Reactive. Ymir can take one reaction on every turn in a combat.
Regeneration. Ymir regains 30 hit points at the start of each of his turns.
Shield of the Venn Rune. At the start of every combat, attack rolls against Ymir have disadvantage before the start of their first turn
Spellcasting. Ymir’s spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attack). Ymir has the following spells prepared:
Cantrips (at will): light, minor illusion, prestidigitation, vicious mockery
1st level (at will): burning hands, charm person, disguise self, ice knife, thunderwave
2nd level (6 slots): aganazzar’s scorcher, mirror image, pass without trace, snilloc’s snowball swarm
3rd level (6 slots): blink, call lightning, dispel magic, lightning bolt, wall of sand, wall of water, wind wall
4th level (3 slots): control water, dimension door, ice storm, polymorph, stone shape, storm sphere, wall of fire, wall of stone
5th level (3 slots): cone of cold, control winds, dominate person, modify memory
6th level (3 slots): chain lightning, move earth, freezing sphere, transmute rock, wall of ice
7th level (3 slots): delayed blast fireball, fire storm
8th level (2 slots): control weather, earthquake, incendiary cloud
9th level (2 slots): meteor swarm, storm of vengeance
Siege Monster. Ymir deals double damage to objects and structures.
Vigilant. Ymir can’t be surprised.
Multiattack. Ymir makes four weapon attacks.
Maul. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage plus 28 (8d6) acid, cold, fire, force, lightning, radiant, or thunder damage (Ymir’s choice).
Bolt. Ranged Weapon Attack: Automatic Hit, range 5 miles, one target. Hit: 49 (6d12 + 10) acid, bludgeoning, cold, fire, force, lightning, radiant, or thunder damage (Ymir’s choice).
Rock (Recharge 5-6). Ymir throws a 10 foot diameter rock that travels for 300 feet in a direction of their choice. Each creature in the rock’s path must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 91 (14d12) bludgeoning damage and be knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
Change Size. Ymir magically changes his size. His statistics, other than his size, remain the same.
Rock Catching. If a rock or similar object is hurled at Ymir, they can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Shield of the Skye Rune. If a ranged weapon attack misses Ymir, they can cause the attack to target a creature of their choice he can see within 30 feet, using the same attack roll.
Skold of Shielding. When a creature within 10 feet of Ymir would be hit by an attack, they can make themself the attack’s target. If the attack still hits, Ymir has resistance to the attack’s damage.
Trance of the Uvar Rune. When Ymir or another creature they can see makes an attack roll, a saving throw, or an ability check, Ymir can cause the roll to have either advantage or disadvantage and ignore all other sources of advantage or disadvantage.
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. Ymir regains spent legendary actions at the start of their turn.
Move. Ymir moves up to half their speed.
Spell. Ymir casts a spell using their Innate Spellcasting trait.
Fling (Costs 2 Actions). Ymir makes an attack with their maul. On a hit, Ymir pushes the target up to 60 feet away from them horizontally or vertically in a direction of their choice. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or be stunned until the end of its next turn.
Trembling Strike (Costs 2 Actions). Ymir strikes the ground with their maul, triggering an earth tremor. All other creatures on the ground within 60 feet of Ymir must succeed on a DC 27 Strength saving throw or be knocked prone.
Hurl Missile (Costs 3 Actions). Ymir recharges and uses their rock action.
If Ymir’s Liv Rune’s Revival trait has activated in the last hour, they can use the options below as legendary actions:
Gust of the Vind Rune. Ymir creates a 15-foot cube of swirling wind centered on a point they can see within 60 feet. Each creature in that area must make a DC 27 Constitution saving throw. A creature takes 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Armor of the Haug Rune (Costs 2 Actions). Ymir gains resistance to bludgeoning, piercing, and slashing damage from magical weapons for one minute.
Aura of the Stein Rune (Costs 2 Actions). All creatures within 30 feet of Ymir must succeed on a DC 27 Wisdom saving throw or be charmed by Ymir for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Mantle of the Ise Rune (Costs 2 Actions). Ymir creates an icy mantle of protection around themself. The next time within the next minute that they take bludgeoning, slashing, or piercing damage from a magical weapon, that damage is reduced to 0, and the mantle is destroyed.
Charge of the Ild Rune (Costs 2 Actions). Ymir moves up to 50 feet in a straight line and can move through the space of any creature smaller than Huge. The first time Ymir enters a creature's space during this move, they can choose to make a maul attack against that creature. If the attack hits, the target must also succeed on a DC 27 Strength saving throw or be pushed ahead of Ymir for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 24 (4d6 + 10) fire damage, or 38 (8d6 + 10) fire damage if it was already prone.
Hellig Rune’s Glorious Purpose (Costs 3 Actions). Ymir grants themself a wondrous appearance of unearthly beauty, making them look more lovely and fierce. When Ymir does so, they can inspire up to 10 creatures they can see within 120 feet, which can include themself. Each creature’s current and maximum hit points increase by 14 for one minute. When a creature gains these hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. Additionally, for one minute, whenever any creature tries to attack one of the creatures inspired by Ymir in this way for the first time on a turn, the attacker must make a DC 27 Charisma saving throw. On a failed save, it can't attack the creature on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack the creature on this turn, but it has disadvantage on any saving throw it makes against Ymir’s spells on its next turn.
Additionally, Ymir can force up to 10 creatures they can see within 120 feet to succeed on a DC 27 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes Ymir, it speaks glowingly of them to anyone who speaks to it, and it hinders anyone who opposes Ymir, avoiding violence unless it was already inclined to fight on their behalf. This effect ends on a target after 1 hour, if it takes any damage, if Ymir attacks it, or if it witnesses Ymir attacking or damaging any of its allies. Ymir can use a bonus action on each of their turns to issue a one-word command to a creature charmed in this way which it obeys so long as the command is not directly harmful to itself.
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