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Isimir Lore
Isimir Tactics
Isimir, Scream of the Hoarfrost Aura. A creature that ends its turn within 300
ft. of the isimir must succeed on a DC 21 Strength
Frozen Earth saving throw or gain 36 (8d8) temporary hit points. A
Gargantuan giant/elemental (titan), neutral creature that moved at least 20 ft. on its turn makes
this save at advantage. While it has these hit points, a
Armor Class 19 (Natural Armor) creature is restrained and gains vulnerability to
Hit Points 533 (26d20 + 260) bludgeoning and fire damage. A creature killed by
Speed 40ft. bludgeoning or thunder damage in this area shatters,
destroying its body.