• Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
• Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Powerful Build. For the purpose of carrying capacity, you are treated as being one size larger.
Indomitable Might. If his total for a Strength check is less than his Strength score, he can use that score in place of the total.
Consult the Spirits. Whenever Ysmir meditates as an action, he can cast Augury or Clairvoyance, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Innate Spellcasting. Ysmir's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:
3/day each: ice storm, sleet storm, enlarge/reduce
1/day each: symbol, tenser's transformation, skill empowerment
Multiattack. Ysmir makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d12 + 8) slashing damage.
Description
Standing nearly 7 ft. tall, this giant blooded dwarf built up and defended his people against the raiding frost giants and though he has long vanished since into the white mts., his presence and his strength still defend the village til this day.
Lair and Lair Actions
In his village, Ysmir erected 3 mighty, stone obelisks at the center. He engraved magical runes on these standing stones so that whenever a giant enters the village's borders, it triggers a permanent temple of the gods spell as well as the spellsguards and wards and forbiddance, which forms a protective field of stone and primal magic energy which remains until all giants within the village borders are no more.
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