Yhorm the Giant (5e Creature)
Yhorm the Giant
Gargantuan giant, neutral evil Armor Class 20 (natural armor)
Saving Throws Str +17, Con +17, Wis +10, Cha +9 ACTIONSMultiattack. Yhorm can use his Frightful Presence. He then makes three machete attacks. Machete. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) slashing damage. Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) budgening damage. Rock. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage. Frightful Presence. Each creature of Yhorm's choice that is within 120 feet of Yhorm and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Yhorm's Frightful Presence for the next 24 hours. Stomp (Recharge 5-6). Yhorm stomps the ground. Each creature within 20 feet of him must make a DC 25 Constitution saving throw. On a failed save, a creature takes 39 (6d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. LEGENDARY ACTIONSYhorm can take 3 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. Yhorm regains spent legendary actions at the start of his turn. Move. Yhorm moves up to his speed. |
Yhorm is a frost giant of truly incredible size and strength. With every step he takes, tremors rock the world, while the massive blade he carries in just one hand is capable of cleaving a man in two with a single strike. |
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