Frigid. A hit from Ymir's melee attack induces numbing cold and forces the target to make a DC 20 Constitution saving throw. On a failed save, the target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. The creature may attempt another saving throw at the end of its turn to end the effect. Lost when Arms Exploited.
Ice Walk. Ymir can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra movement. Lost when Legs Exploited.
Kaiju Force. Ymir can use an action to move through any object or magical barrier as though it were difficult terrain, destroying it in the process. In addition, it deals double damage to objects and structures, and its weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Kaiju Fortitude. Ymir is immune to any spell or effect that would alter its form or move it to another plane of existence against its will.
Legendary Resistances (4/day). If Ymir fails a saving throw, it can choose to succeed instead.
Rend. If Ymir hits with both claw attacks, it latches onto an opponent's body and tears the flesh. The second attack automatically deals an additional 18 (4d8) slashing damage.
Frozen Tempest. Ymir is at the heart of a storm composed of frigid winds, hail and snow, extending to a radius of 1d4 + 2 miles. Due to the extreme weather conditions, the area is lightly obscured, all nonmagical and magical sources of light have their effect radius halved, ranged attack rolls are made at disadvantage (except Ymir's), open flames are extinguished and fog is dispersed. Additionally, creatures within 1,000 ft take 2 (1d6) cold damage at the start of their turns, unless they are resistant to cold damage, and flying creatures must succeed a DC 16 Dexterity (Acrobatics) check at the start of their turn to stay aloft, falling 50 ft. on a fail. Lost during Death Throes.
Multiattack. Ymir makes two claw attacks. It can replace any of these with a hurl attack.
Claw. Melee Weapon Attack: +18 to hit, reach 15ft., one creature. Hit: 32 (4d10 + 10) cold damage.
Hurl. Ranged Weapon Attack: +18 to hit, range 60/120 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage, and the target is pushed back 10 ft., as Ymir tears off a loose chunk of compacted ice and snow fromm its body and launches it towards its foes.
Stomp. Melee Weapon Attack: +18 to hit, reach 10 ft., 5 ft. radius on the ground. Hit: 43 (6d10 + 10) bludgeoning damage. Creatures struck by and within 15 ft. of the stomp must succeed a DC 18 Strength or Dexterity saving throw (they choose) to remain upright, falling prone on a fail. If a creature struck by this attack fails by 5 or more, they are [condition]restrained[condition], as their body is shoved into the earth. On their turn, the creature or creatures within reach can use their action to free themselves. Only available during Rampage, Lost when Legs Exploited.
Biting Cold (Recharge 6). Ymir unleashes a 120 foot radius sphere of biting cold air. Each creature within the sphere must make a DC 20 Constitution saving throw, taking 49 (14d6) cold damage on a failed save, or half as much on a successful one. If a target's saving throw fails by 5 or more, the creature is also frozen solid. A creature who is frozen solid is unconscious, restrained in place, and resists fire damage, lasting until they take any amount of fire damage. The creature may also attempt a DC 25 Strength saving throw at the end of each of their turns to break free of the ice. Creatures within reach may also attempt a DC 25 Strength (Athletics) check to break the ice and free the frozen creature. Lost when Head Exploited.
Frozen Forest (if Arms are Raised). Ymir brings its arms crashing to the ground, unleashing a devastating wave of freezing air and icicle spears in a 300 ft. cone. Creatures within that radius must succeed a DC 20 Dexterity or Strength saving throw, taking 66 (12d10) cold damage, or half as much on a fail. If a creature on the ground fails the save by 5 or more, they fall prone. If a creature on the ground fails the save by 10 or more, they take an extra 22 (4d10) piercing damage and are restrained, as an enormous icicle pierces their body. Only available during Rampage, Lost when Arms Exploited.
Frozen Forest Charge. Ymir raises its arms, preparing to unleash a devastating blow upon the earth. At the start if its next turn, its Frozen Forest attack becomes charged. If it doesn't use it's Frozen Forest attack by the end of its next turn, it ceases to be charged. Ymir can't take this bonus action on the same turn it uses Frozen Forest. Additionally, any creatures scaling its forearms or hands must succeed a DC 20 Strength or Dexterity saving throw (creature's choice), or be flung off, falling 100 ft. to the nearest unoccupied space and landing prone.
Shake Off. Ymir's body twists and turns, as it attempts to fling away creatures scaling its body. Such creatures must succeed a DC 18 Strength or Dexterity saving throw (creature's choice), or be thrown off, landing prone in the nearest unoccupied space.
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 its turn.
Claw. Ymir makes one claw attack.
Hurl. Ymir makes one hurl attack.
Charge. Ymir moves up to half of its speed without provoking opportunity attacks.
Stomp (Costs 2 Actions). Ymir makes one stomp attack.
Icewall (Costs 2 Actions). Ymir casts the spell wall of ice, requiring no spell components, using Wisdom as its spellcasting ability (Spell Save DC 21).
Description
Credit to this behemoth goes to Dungeon Dad, for bringing the Xixecal statblock back from 3rd Edition to 5th, as well as DnD Shorts and his work on bringing new boss-battle mechanics to 5e in the form of Kaiju. These are both amazing content creators, who gave me the inspiration I needed to make this deadly creature! If this strikes your fancy, please check out their works as well!
Ymir's hit points are spread amongst several phases/body parts, as listed below. They all share Ymir's damage resistances and ability scores for the purpose of overcoming saving throws. If a single attack includes 2 or more of these body parts in its area of affect, only one makes a save and/or takes damage, as chosen by the attacker.
Chaos Threshold: 250. Once this damage threshold has been reached, Ymir enters into its Rampage state, and gains access to Stomp, Frozen Forest, and Frozen Forest Charge abilities. Additionally, the below body parts can be targeted and exploited.
Arms: 120. Ymir's arms share a pool of hitpoints. When this vulnerable area is reduced to half or more, one of the Xixecal's hands shatters. Once this pool reaches 0, the Xixecal loses its Frigid and Frozen Forest ability. The arms can be targeted from range, by a creature scaling Xixecal's forearm or hand, or by a creature that readies an action to attack the Xixecal's arms when it makes a Claw attack against a target within the creature's reach. They can also be targeted normally after the Xixecal uses its Frozen Forest ability, until the start of its next turn, but cannot be targeted while it uses its Frozen Forest Charge ability.
Legs: 120. The Xixecal's legs share a pool of hitpoints. When this vulnerable area is reduced to half or more, one of its feet shatters. Once this pool reaches 0, the Xixecal loses its Stomp and Ice Walk ability, and its movement speed is reduced to 20 ft. The legs can be targeted normally.
Head: 125. An Adult White Dragon makes the peak of the Xixecal's head its home, though it oftentimes rests, dismissing the Xixecal's loud roars and cries after hundreds of years living here. Creatures scaling or flying within 40 ft. of the Xixecal's head must succeed on a DC 16 Dexterity (stealth) check, or rouse the dragon on a fail. Additionally, the head can only be targeted by creatures that are flying at least 30 ft off the ground, or those scaling its shoulders or upper chest or back. When this vulnerable area is reduced to 0, the Xixecal loses its Biting Cold ability, and its sight is reduced to 20 ft. If the dragon has not awoken when this happens, it does so now, and flies away, startled and frightened at the sudden destruction of its home.
Finishing Blow: 70. Once the Arms, Legs and Head have been exploited, Ymir loses access to its Frozen Tempest, and it falls prone. During this time, if Ymir receives 70 or more points of damage within a single turn, it is killed, its body shattering in an explosion of cold winds and ice shards. Creatures within 1,000 feet
Lair and Lair Actions
Ymir is at the heart of a freezing tempest, turning the area and the sky above into its lair.
Lair Actions. On Initiative count 20 (losing initiative ties), Ymir takes a lair action to cause one of the following effects. It can't take the same action two rounds in a row.
- Gale. Ymir causes a great gust of wind to surge in a direction of its choice: North, North-east, East, South-east, South, South-west, West, or North-west. Each creature within 100 ft. other than Ymir must succeed a DC 18 Strength saving throw or be pushed 15 feet in that direction; flying creatures have disadvantage on this save.
- Quake. Each creature standing on the same ground as Ymir (except Ymir itself) must succeed a DC 17 Strength saving throw or be knocked prone. Creatures with 4 or 5 legs have advantage on this save, and creatures with 6 or more automatically succeed.
- Hail. Ymir calls down a massive amount of hail within 50 ft. of itself. It makes a ranged attack roll against all creatures within that range, + 18 to hit, dealing 10 (3d6) bludgeoning damage on a hit.
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