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Jotnar, Frost (Hrimthurs)

Large giant, any chaotic

Armor Class 15 (byrnie)
Hit Points 84 (8d10 + 40)
Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4)) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

Saving Throws Strength +7, Constitution +8
Skills Athletics +7, Nature +1, Perception +2, Stealth +4, Survival +2
Damage Immunities cold Damage Resistances bludgeoning, piercing, and slashing when raging
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Common, Giant
Challenge 6 (2,300 XP)

Special Traits

  • Brute. A melee weapon deals one extra die of its damage when the hrimthurs hits with it (included in the attack).
  • Ice Walk. The hrimthurs can move across and climb icy surfaces without needing to make an ability check.
  • Snow Camouflage. The hrimthurs has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
  • Rage (Recharges after a Short or Long Rest). As a bonus action, the hrimthurs can enter a rage that lasts for 1 minute. The rage ends early if the hrimthurs is knocked unconscious or if its turn ends and it hasn’t attacked a hostile creature or taken damage since its last turn. While raging, the hrimthurs gains the following benefits: it has advantage on Strength checks and Strength saving throws; it deals an extra 3 damage when it hits a target with a melee weapon attack; it has resistance to bludgeoning, piercing, and slashing damage.

Actions

  • Heftisax. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage or 16 (2d8 +7) slashing damage when raging.
  • Iceball. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage or 16 (2d8 + 7) bludgeoning damage when raging plus 7 (2d6) cold damage.
Section 15: Copyright Notice

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