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Jotnar, Storm (Sturmrisi)

Huge giant (shapechanger), any neutral

Armor Class 16 (byrnie and shield)
Hit Points 184 (16d12 + 80)
Speed 50 ft., swim 50 ft.

26 (+8) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 16 (+3)

Saving Throws Strength +13, Constitution +10, Intelligence +6, Charisma +8
Skills Athletics +13, Deception +8, Nature +6, Perception +8, Persuasion +8, Stealth +5, Survival +8
Damage Immunities lightning, thunder
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 18
Languages Common, Giant
Challenge 14 (11,500 XP)

Special Traits

  • Amphibious. The sturmrisi can breathe air and water.
  • Brute. A melee weapon deals one extra die of its damage when the sturmrisi hits with it (included in the attack).
  • Dive Attack. If the sturmrisi is flying and dives at least 30 feet toward a target and then hits with a beak attack, the attack deals an extra 10 (3d6) damage to the target.
  • Innate Spellcasting. The sturmrisi’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
  • Magic Resistance. The sturmrisi has advantage on saving throws against spells and other magical effects.
  • Shapechanger. The sturmrisi can use its action to polymorph into a giant eagle (10 ft., fly 80 ft.), or back into its giant form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its giant form if it dies.


  • Multiattack. The sturmrisi makes two melee attacks.
  • Fleinn. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus .
  • Beak (Eagle Form only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) piercing damage.
  • Talons (Eagle Form only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage.
  • Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Section 15: Copyright Notice

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