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Isimir, Scream of the Frozen Earth

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.

STR DEX CON INT WIS CHA Actions


30 (+10) 10 (+0) 30 (+10) 26 (+8) 21 (+5) 17 (+3) Multiattack. The isimir makes two attacks with its
stride, one of which it may replace with its Blade of the
Saving Throws STR +18, CON +18, WIS +13, CHA +11 Cold Mountain or its Brush off.
Damage Resistances Attacks made without advantage
Damage Immunities Cold, Poison Stride. The isimir takes a single step, moving up to its
Condition Immunities Exhaustion, Paralyzed, Petrified, movement speed. Each creature within 10 ft. of where
Poisoned, Stunned it ends this movement must succeed on a DC 21
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Dexterity saving throw or take 26 (3d10 + 10)
Perception 15 bludgeoning damage and be knocked prone, or half as
Languages Primordial much on a success. A prone creature has disadvantage
Challenge 25 (18,000 XP) on this save.
Blade of the Cold Mountain. The isimir begins to swing
Legendary Resistance (5/Day). If the isimir fails a saving its blade, targeting a 100 ft. long, 20 ft. wide line
throw, it can choose to succeed instead. within 100 ft. At the begining of its next turn, the
strike lands, and each creature in the area must
Earth Shaking Movement. Whenever the isimir moves at succeed on a DC 21 Dexterity saving throw or take 66
least 10 feet, the ground in a 60 foot radius becomes (12d10) bludgeoning damage and 45 (10d8) cold
difficult terrain for other creatures until the begining of damage, or half as much on a success. A creature with
its next turn. Structures in the area collapse. Each at least 15 Passive Perception knows precisely where
creature in the area must succeed on a DC 21 the strike will land.
Dexterity saving throw or be knocked prone.
Brush Off. The isimir attempts to dislodge a creature
Titanic Stature. A creature adjacent to the isimir and climbing on it. The creature must succeed on a DC 21
equipped with ice climbing gear may spend 30 feet of Dexterity saving throw or take 32 (5d12) bludgeoning
movement to attempt a DC 18 Strength (Athletics) damage and be pushed 30 ft. away.
check. On a success, the creature climbs onto the
isimir's legs. A creature may attempt the same check to Reactions
climb from the isimir's legs to its back, or from its back
to its head. Bone-Shattering Scream (1/day). As a reaction to being
reduced below 267 hit points, the isimir emits a titanic
Legs. While climbing on the isimir's legs, a creature scream in a 600-foot cone. Each creature in that area
must make a DC 18 Dexterity saving throw at the must make a DC 21 Constitution saving throw, taking
start of its turn or fall off. 63 (14d8) thunder damage and 63 (14d8) cold
Waist. While climbing on the isimir's waist, a damage on a failed save, or half as much damage on a
creature has advantage on melee attacks against the successful one. A creature that fails this save by 5 or
isimir. more is permanantly deafened.
Torso. While climbing on the isimir's torso, a
creature has advantage on melee attacks against the Legendary Actions
isimir and on saving throws against its abilities.
Head. While climbing on the isimir's head, a creature The isimir can take 1 legendary action, choosing from
has advantage on melee attacks against the isimir the options below.
and on saving throws against its abilities. If a
creature on the isimir's head scores a critical hit Inhale. The isimir takes a breath in. Creatures in a 120
against it, the isimir falls prone at the end of its next ft. cone must succeed on a DC 21 Strength saving
turn. throw or be pulled 30 ft. towards the isimir.
Exhale. The isimir lets a breath out. Creatures in a 120
Ponderous. The isimir moves only when it uses its ft. cone must succeed a DC 21 Strength saving throw
stride action. or take 36 (8d8) cold damage and be pushed 30 ft.
away from the isimir, or half as much damage on a
success. The isimir may use this ability only if it used
its Inhale on the previous turn.
Art Credits You Found the Free Books!
Berg Strider by Filip Burburan
Bisk, Goblin King by Rae Elderidge

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