Jotnar, Fire (Muspeljotun)

Family: Jotun

Gargantuan giant, any neutral

Armor Class 19 (byrnie and shield)
Hit Points 410 (20d20 + 200)
Speed 60 ft.

30 (+10) 15 (+2) 30 (+10) 20 (+5) 20 (+5) 20 (+5)

Saving Throws Strength +17, Constitution +17, Intelligence +12, Charisma +12
Skills Athletics +17, Deception +12, Nature +12, Perception +12, Persuasion +12, Stealth +9, Survival +12
Damage Immunities fire
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 22
Languages Common, Giant
Challenge 24 (62,000 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when the muspeljotun hits with it (included in the attack).
  • Collapsing Colossus. When the muspeljotun drops to 0 hit points, it falls over. Any creature on the ground within 30 feet of the muspeljotun must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained, blinded, and at risk of suffocating. To lift the corpse, the creature must make a DC 25 Strength saving throw at the end of each of its turns, ending the restrained, blinded, and risk of suffocation conditions on a success.
  • Fire Aura. At the start of each of the muspeljotun’s turns, each creature within 5 feet of it takes 11 (2d10) fire damage, and flammable objects in the area that aren’t being worn or carried ignite. A creature that touches the muspeljotun or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
  • Spellcasting. The muspeljotun is a 9th-level cleric. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It has the following cleric spells prepared:
  • Legendary Resistance (3/Day). If the muspeljotun fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The muspeljotun has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The muspeljotun’s weapon attacks are magical.
  • Siege Monster. The muspeljotun deals double damage to objects and structures.
  • Towering Terror. Any enemy outside the muspeljotun that starts its turn within 30 feet of it must succeed on a DC 20 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 muspeljotun’s Towering Terror for the next 24 hours.


  • Multiattack. The muspeljotun makes two melee attacks.
  • Flaming Heftisax. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  • Lavaball. Melee or Ranged Weapon Attack: +17 to hit, reach 15 ft. or range 60/240 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage plus 7 (2d6) fire damage.
  • Stomp. The muspeljotun stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 17 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the muspeljotun 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 muspeljotun 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).


  • Blinding Retaliation. As a reaction immediately after being hit by a melee attack, the muspeljotun can cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a DC 25 Constitution saving throw.
Section 15: Copyright Notice

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