Huge Giant, Neutral Evil
AC 19 Natural Armor    Initiative +1 (11)
HP 325 (19d12 + 190)
Speed 40 ft.
Mod Save
STR 26 +8 +15
DEX 12 +1 +1
CON 30 +10 +17
Mod Save
INT 14 +2 +2
WIS 16 +3 +10
CHA 18 +4 +11
Skills Athletics +14, Intimidation +10, Perception +9
Vulnerabilities Thunder
Resistances Force, Lightning
Immunities Cold, Poison; Charmed, Frightened, Paralyzed, Poisoned
Gear Pyreheart Mantle (Legendary, Wildfire Druid) Hailstorm Spear (Very Rare, Returns to Hand, Deals Extra Cold Damage) Giant’s Ice-Runed Bracers (Rare, +2 to Strength, Resistance to Force Damage)
Senses Darkvision 120 ft, Passive Perception 19
Languages Common, Giant, Primordial
CR 21 (XP 33,000; PB +7)
Traits

Ice Walk.

Yrsa ignores difficult terrain created by ice and snow and does not suffer penalties from extreme cold.

Frostborn Resilience.

When Yrsa takes damage from a melee attack, she can use her reaction to emit a freezing aura. The attacker must make a DC 18 Constitution saving throw or take 4d10 cold damage and have their movement speed reduced by half until the end of their next turn.

Runic Giant. (Recharge 5-6)

Once per short rest, Yrsa can channel the ancient power of her bloodline. For 1 minute, she gains resistance to all damage except psychic, and her weapon attacks deal an additional 3d6 cold damage.

Magic Resistance.

Yrsa has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

Yrsa makes two Greataxe attacks or one Hailstorm Spear attack and uses Howling Blizzard if available.

Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.

  • Hit: 32 (4d12 + 8) slashing damage plus 10 (3d6) cold damage.

Hailstorm Spear. Ranged Weapon Attack: +12 to hit, range 60/180 ft., one target.

  • Hit: 28 (4d10 + 7) piercing damage plus 14 (4d6) cold damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.

Howling Blizzard (Recharge 5-6)

Yrsa calls forth a raging storm of frost and ice in a 30-ft radius around her. Each creature in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save or half as much on a success. The area becomes difficult terrain until the end of her next turn.

Winter’s Grip. (Recharge 4-6)

Yrsa slams her fists into the ground, creating jagged spikes of ice in a 20-ft radius. Each creature in the area must make a DC 18 Strength saving throw or be restrained by the ice (escape DC 18). The area remains frozen for 1 minute or until Yrsa dismisses it.

Legendary Actions

Yrsa can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Yrsa regains spent legendary actions at the start of her turn.

  • Frost Step. Yrsa magically teleports up to 30 feet to an unoccupied space she can see, leaving behind a trail of ice. The area she left becomes difficult terrain for 1 minute.
  • Glacial Cleave (Costs 2 Actions). Yrsa makes a single Greataxe attack against two different targets within range.
  • Ice Shards. Yrsa slams her weapon into the ground, causing ice shards to explode in a 15-ft radius. Each creature in range must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) cold damage.

Description

A towering force of relentless winter, Yrsa is the last surviving heir of the frost giant king, Bjorvindir. Once a noble warrior of her people, she has become a chilling legend beneath the World Tree, her heart hardened by vengeance and sorrow. Clad in ice-forged armor, jagged with ancient runes of frost, she wields a massive spear crackling with the cold fury of a lost dynasty. Her piercing blue eyes burn with an eerie, otherworldly light, and her braided silver-white hair is dusted with frost. Wherever she treads, the ice itself seems to shudder beneath her, as if the land remembers the power of her lineage.

Yrsa has spent decades gathering strength in the frozen caverns beneath the World Tree, calling upon the spirits of her fallen kin and the primal forces of the Elemental Plane of Ice. She believes herself the rightful heir to her father’s throne, and any who disturb her domain shall know the wrath of the last daughter of Bjorvindir.

Lair and Lair Actions

Nestled deep beneath the roots of the World Tree, the Frostbound Vault is a crystalline labyrinth of ice and shadow. The very air burns with a deathly chill, freezing moisture in the lungs of the unprepared. Towering spires of blue and violet ice stretch toward the cavern’s vast ceiling, glimmering like frozen stars. Snowflakes drift endlessly through the chamber, caught in an unnatural, slow-motion spiral as if time itself is sluggish in this frigid domain.

Glacial bridges connect winding paths of black ice, some suspended over bottomless chasms where frozen waterfalls hang in eerie silence. Strange runes, remnants of frost giant magic, pulse dimly within the walls, and the echoes of distant howling winds whisper secrets of the past. The ice here is more than mere frozen water—it is alive, shifting subtly in response to Yrsa’s will.

As Yrsa’s presence grows, the lair itself awakens. The ground cracks with sudden ice quakes, shards of razor-sharp frost erupt from the floor, and eerie, glowing eyes appear within the walls—spirits of her ancestors, bound to eternal vigilance. Those who dare challenge Yrsa will not only face her wrath but the very will of the Frostbound Vault itself.

 

On initiative count 20 (losing initiative ties), Yrsa can use one of the following lair actions. She can’t use the same effect twice in a row:

  • Frozen Winds. A chilling wind sweeps through the battlefield. All creatures other than Yrsa must make a DC 16 Constitution saving throw or gain disadvantage on attack rolls and ability checks until the start of the next round.
  • Shifting Ice. The terrain under one creature's feet turns into shifting ice. That creature must make a DC 18 Dexterity saving throw or fall prone.
  • Glacial Spikes. Large ice spikes erupt from the ground in a 20-ft area. Each creature in the area must make a DC 18 Dexterity saving throw, taking 22 (5d8) cold damage on a failure or half as much on a success. The spikes remain for 1 minute as difficult terrain.
KriegerStorm

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