Embered Form. After Yhorm uses his reaction for Lord's Embers, all his attacks deal an extra 20 (8d6) fire damage, he can make three multiattacks instead of two and he becomes resistant to slashing, piercing and bludgeoning damage.
Yhorm's Machete. A magical weapon, Yhorm's Great Machete has a second handle in its other end to adjust a more ferocious style of fighting.
Multiattack. The giant makes two attacks wih his machete.
Yhorm's Machete. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 45 (8d8 + 10) slashing damage.
Thunderous Stomp (Recharge 5–6). Yhorm uses his weight and stature to unleash a powerful stomp to the ground that knocks his enemies away. Each creature within 30 feet of Yhorm must make a DC 20 Dexterity saving throw, taking 65 (12d10) thunder damage on a failed save and getting knocked prone, or half as much damage on a successful one.
Lord's Embers. When Yhorm reaches 250 Hit Points, he can use his reaction to re-ignite the cinders of his body. When he does so, he makes a stomp attack that causes all targets within a 30-foot radius to be knocked prone. This attack deals no damage.
Yhorm's Retribution. Yhorm can make one Melee Weapon Attack using his Machete.
Giant's Pass. Yhorm can move up to half his speed without provoking an opportunity attack.
Spacing Stomp. Yhorm can stomp the ground around him. All creatures within 10 feet of him must make a DC 28 Strength saving throw or be knocked prone. This attack deals no damage, even after Yhorm has activated his embered form.
Description
Yhorm the Giant is also known as the "reclusive Lord of the Profaned Capital". Yhorm is the descendant of an ancient conqueror, but was asked by the very people once subjugated to lead them. In the past, he was a skilled Giant combatant, powerful enough to become the lord of a city and a Lord of Cinder.
He wielded a Towering Greatshield to symbolize the protection he could provide, until Yhorm lost someone very dear to him. After said event, he foregave his shield in exchange for a second handle at the other end of his machete, for he had nothing else to protect.
Yhorm could never be defeated easily unless by the use of a powerful weapon named the Storm Ruler or Giant Slayer, of which he had two in his possession. Mistrusted by his subjects, Yhorm granted one such weapon to them, while he gave the other to a dear friend from a distant land.
Lair and Lair Actions
The Profaned Capital
Yhorm's lair and kingdom, the Profaned Capital is house of many accursed creatures, such as zombies and skeletons. Most of those living there were burnt by the linking of the Fire and the Profaned Flame itself.
Yhorm always sits in his throne room filled with both gold, silver and charred corpses wailling in his lonelyness and the pain he caused towards his people for linking the fire.
The Profaned Flame cannot be snuffed out by any means other than a wish spell, however one can consume the flame as a means to extinguish it.
Lair Actions
On initiative count 20 (losing initiative ties), Yhorm can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:
- Yhorm sends a group of d10+4 Gargoyle to an unoccupied room. They patrol that room for an unlimited amount of time until vanquished.
- The Handmaids who house the Profaned Flame use it to cast fireball at 9th level to an unoccupied open room.
- The Profaned Flame is entyced to chaos, producing 2d6 Fire Elemental Myrmidon 5 feet away from it. They are sent to patrol the capital until the Profaned Flame is no longer in its current vessel.







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