Gargantuan elemental, neutral

Armor Class 19 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 40 ft.

30 (+10) 11 (+0) 30 (+10) 2 (-4) 12 (+1) 7 (-2)

Saving Throws Strength +17, Constitution +17
Skills Perception +8
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 18
Challenge 21 (33,000 XP)

Special Traits

  • Legendary Resistance (3/Day). If the grithungur fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The grithungur has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The grithungur’s weapon attacks are magical.
  • Siege Monster. The grithungur deals double damage to objects and structures.
  • Towering Terror. Any enemy outside the grithungur that starts its turn within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this grithungur’s Towering Terror for the next 24 hours.
  • Trampling Charge. If the grithungur moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hoof against it as a bonus action.


  • Multiattack. The makes three attacks: two with its hooves.
  • Hoof. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
  • Horns. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.
  • Stomp. The grithungur stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foothigh cylinder centered on this point must succeed on a DC 15 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the grithungur uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the grithungur and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).


This enormous bull is so large that it takes up most of the horizon.

Grithungur are protective spirits of the land. Like the bergjotun, they are embodiments of the land itself, roused to defend it when some great evil threatens its territory.

Unlike bergjotun, they are not intelligent per se, driven more by instinct to defend their turf when something equally large dares invade.

The Mother Cow. It is rumored that the original grithungur, from which all of this species originate, helped create the world and humanity by licking it free of ice.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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