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Jotnar, Storm (Sturmjotun)

Gargantuan giant, any neutral

Armor Class 18 (byrnie and shield)
Hit Points 430 (21d20 + 210)
Speed 60 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+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 lightning, thunder
Damage Resistances cold; 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

  • Amphibious. The sturmjotun can breathe air and water.
  • Brute. A melee weapon deals one extra die of its damage when the sturmjotun hits with it (included in the attack).
  • Collapsing Colossus. When the sturmjotun drops to 0 hit points, it falls over. Any creature on the ground within 30 feet of the sturmjotun must make a DC 17 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.
  • Innate Spellcasting. The sturmjotun’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
  • Spellcasting. The sturmjotun is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The sturmjotun has the following bard spells prepared:
  • Legendary Resistance (3/Day). If the sturmjotun fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The sturmjotun has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The sturmjotun’s weapon attacks are magical.
  • Siege Monster. The sturmjotun deals double damage to objects and structures.
  • Towering Terror. Any enemy outside the sturmjotun 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 sturmjotun’s Towering Terror for the next 24 hours.
  • Wind Aura. A magical aura of wind surrounds the sturmjotun. The aura is a 30-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the sturmjotun gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Actions

  • Multiattack. The sturmjotun makes two Lightning Sword attacks or uses Wind Javelin twice.
  • Lightning Sword. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 41 (9d6 + 10) lightning damage.
  • Windjavelin. The sturmjotun coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 20 (3d6 + 10) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
  • Stomp. The sturmjotun 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 17 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the sturmjotun 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 sturmjotun 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.