Ymir
- HP
- 475
- AC
- 19
- DR
- 6
- Attacks
- 1
- Attack
- 6d10+7
- Size
- Gargantuan
- Alignment
- Impartial Impartial (Wanderer)
- Intelligence
- Exceptional (15-16)
- Magic Resistance
- Magic that changes flesh or terrain affects both Ymir and one terrain feature created by Wound Becomes World.
- Saves
- Quick 2 / Tough 8 / Mind 5
Ymir is the primordial giant whose body precedes and becomes the ordered world: flesh to earth, blood to sea, bones to mountains, skull to sky. Encountering Ymir means meeting creation before it has been divided into safe categories. Wounds may change the surrounding landscape, and killing such a being is an act of world-making with consequences no treasure table can contain.
Special Attack
Primordial Body: Ymir strikes the ground; creatures within 60 ft make a Tough save or take 6d10 bludgeoning damage and become held in newly formed stone or ice. A successful save avoids the damage and hold. Blood Becomes Sea: whenever Ymir first falls below 350, 250, or 150 HP, creatures on the ground within 60 ft make Quick saves or move 20 ft and fall down as earth becomes freezing water. A successful save keeps the creature standing in its current space.
Special Defense
Wound Becomes World: each 50 damage dealt creates a permanent terrain feature chosen by the DN and removes 1 DR. A creation rite can direct what the wound becomes.