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Ymir

Titanic monstrosity (titan avatar), CE   AC: 25 (Natural Armor) HP: 676 Speed: 120 ft.   STR 30(+10) DEX 14(+2) CON 30(+10) INT 22(+6) WIS 28(+9) CHA 25(+8)   Saving Throws: STR +19 CON +19, WIS +18   Skills: +26 Athletics +18 Perception, +18 Insight   Damage Resistances: Fire   Damage Immunities: Cold, Poison; bludgeoning, piercing, and slashing from nonmagical attacks   Condition Immunities: Charmed, deafened, frightened, paralyzed, petrified, poisoned, restrained, stunned, blinded   Senses: Truesight 180 ft., Passive Perception: 28   Language: Giant   CR: 30   Melt: When Ymir drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain, and he is unable to take physical form for a time.   Legendary Resistance (5/Day): If Ymir fails a saving throw, he can choose to succeed instead.   Reckless: At the start of its turn, Ymir can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.   Empowered Attack: Ymir attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.   Frost Aura: At the start of each of Ymir's turns, each creature within 10 ft. of him take (6d6) cold damage. A creature also takes (2d6) cold if it touches Ymir or hits him with a melee attack while within 10 ft. of him. Nonmagical weapons that hit Ymir are destroyed by shattering immediately after dealing damage to him.   Magic Resistance: Ymir has advantage on saving throws against spells and other magical effects.   Regeneration: Ymir regains 30 hit points at the start of his turn.   Innate Spellcasting: Ymir is an Avatar of frost. His spellcasting ability is Charisma (spell save DC 18, to hit with spellattacks +10).   Actions   Multiattack: Ymir can use his frightful presence. He then makes 2 attacks with his Frost Fist.   Frost Fist: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (6d6 + 12) bludgeoning damage + (6d6) frost damage.   Frightful Presence: Each creature of Ymir’s choice that is within 240 feet of Ymir and aware of him must succeed on a DC 26 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself is a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Ymir's Frightful Presence for the next 24 hours.   Legendary Actions: 
  • Ymir can take 5 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 his turn.
Move (1 Actions): Ymir moves up to half his speed.   Wall of Ice (2 Actions): Ymir casts the Wall of Ice spell. The spell is cast as if using a 6th Level spell slot and additional actions can be spent to increase the power of the spell, increasing the power of the spell by one spell slot per additional action point spent.   Stomp (Costs 3 Actions): Ymir makes one stomp attack: Stomp: +19 to hit, one target. Hit: (4d10 + 10) bludgeon damage. Target must pass a Constitution saving throw (DC 29) or be knocked prone.   Ice Age (Costs 3 Actions): Ymir intensifies a blizzard surrounding him. Creatures within the 600 ft. tall cylinder and 300 ft. radius centered on Ymir now take (2d8) bludgeon damage and (4d6) cold damage on a failed dexterity saving throw in addition to being knocked prone, or half as much damage on a successful one.   Chill of Jötunheimr (Recharge 6)(4 Actions): Ymir channels the frigid cold of his home realm. All enemies within a 120 ft. radius must pass a dexterity saving throw (DC 22). The targets take (20d6) cold damage or half as much on a successful save. Additionally, targets that fail a dexterity saving throw must pass a constitution saving throw (DC 28) or be frozen. Creatures that are frozen are restrained until they are thawed out, either by passing a strength saving throw (DC 22) or by receiving 24 fire damage. The creature is not harmed by fire damage used to thaw them out. This action cannot be used again until it is recharged.   Loot:   Ymir
  • Ymir is the ancestor of all Jotnar. He was a giant created from drops of water that formed when the ice of Niflheim mixed with the heat of Muspelheim. He was considered the father of all Jotnar. His hermaphroditic body produced beings that would go on to bear countless generations. His journey ended in tragedy, but because of his evil nature, no one can feel pity for the giant. His demise led to the creation of Midgard.
  Myths and Legends   The Creation of Earth
  • Ymir eventually turned into an evil being. Bor’s three sons found themselves in an altercation with the frost giant and were eventually forced to kill him. So much blood flowed from his body that all but one frost giant drowned, and he only survived by building an ark for himself and his family. Odin and his brothers dragged the giant’s body to the center of Ginnungagap, where they made Midgard from his body. His blood became the sea and his bones became the rocks and crags. His hair became the trees. His skull was turned into the sky, where the brothers added sparks and molten rock from Muspelheim to make the stars. Ymir’s brains were thrown into the sky to form clouds. The earth was flat, so they used Ymir’s eyelashes to block the areas of the earth that they wanted to keep the giants contained in.
  • Odin and his brothers found two logs on a seashore and made people out of them. One brother gave the people life and breath, while another gave them movement and consciousness. The last brother gave them speech, hearing, sight and faces. This was the beginning of humans. All the generations to follow could be traced back to these two people.
  • Odin and his brothers left the heavens unlit during their creation. One of the descendants of the two people created from the logs had two children. These children were simply stunning, and the father honored them with the names Sol and Moon. The gods were said to be jealous of the children and when their father seemed less than worthy of them, they took it as a sign to snatch away the children and put them in the sky. Sol was commanded to drive a chariot, carrying the sun across the skies. She drives so fast in the north because she is chased by a giant wolf. Moon takes the same path across the sky after his sister but is not as rushed as she is.
  • The brothers did make sure that there was a pathway between heaven and Midgard during their creation. A rainbow is meant to serve as a bridge between the two worlds. Its perfect shape and vibrant colors are meant to symbolize its origins from the gods. It is said that the rainbow will break apart when the men of Muspelheim try to scale it to get to heaven.
  Family
  • Ymir did not marry, or have children in the traditional sense. However, his myth says that while he slept, he perspired. From this perspiration, a male and female emerged from his arms. Together, his legs produced a six-headed son. While Ymir was a giant, his existence is indirectly responsible for the human race as his body was turned into the Midgard, and logs on Midgard were turned into the people of Midgard.
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