Jotnar, Frost (Hrimjotun)

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 cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 22
Languages Common, Giant
Challenge 22 (41,000 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when the hrimjotun hits with it (included in the attack).
  • Collapsing Colossus. When the hrimjotun drops to 0 hit points, it falls over. Any creature on the ground within 30 feet of the hrimjotun 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.
  • Freezing Body. A creature that touches the hrimjotun or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.
  • Ice Walk. The hrimjotun can move across and climb icy surfaces without needing to make an ability check.
  • Innate Spellcasting. The hrimjotun’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Legendary Resistance (3/Day). If the hrimjotun fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The hrimjotun has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The hrimjotun’s weapon attacks are magical.
  • Siege Monster. The hrimjotun deals double damage to objects and structures.
  • Towering Terror. Any enemy outside the hrimjotun 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 hrimjotun’s Towering Terror for the next 24 hours.
  • Snow Camouflage. The hrimjotun has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.


  • Multiattack. The hrimjotun makes two melee attacks.
  • Brynklungr. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage.
  • Iceball. 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) cold damage.
  • Animate Ice. The hrimjotun can create either an inanimate ice object or an animated ice creature. The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (hrimjotun’s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The object or creature appears in an unoccupied space within 60 feet of hrimjotun. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts.
  • Stomp. The hrimjotun 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 hrimjotun 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 hrimjotun 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).
Section 15: Copyright Notice

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