Jötun Stat Blocks
Jötun Hunter
Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 ( 2d8+3 ) slashing damage, or 14 ( 2d10+3 ) slashing damage if used with two hands.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 ( 2d6+3 ) piercing damage.
Jötun Warrior
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Jötun Risi
Actions
Multiattack. The jötun makes two greatclub attacks.
Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 ( 6d6+5 ) bludgeoning damage, the jötun lands prone in the target’s space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 ( 3d8+5 ) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 ( 3d10+5 ) bludgeoning damage.
Jötun Hag
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves: 1st level (4 slots): identify, hex 2nd level (3 slots): earthen grasp, locate object 3rd level (3 slots): bestow curse, counterspell, meld into stone 4th level (3 slots): conjure minor elementals, polymorph 5th level (2 slots): wall of stone, scrying 6th level (1 slot): flesh to stone For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5.
Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Actions
Multiattack. The annis makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 ( 3d6+5 ) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 ( 3d6+5 ) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 ( 9d6+5 ) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 ( 9d6+5 ) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
Jötun Shaman
Magic Weapons. The jötun’s weapon attacks are magical.
Regeneration. The jötun regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The jötun makes two attacks, either with its claws or its glaive.
Claw (Jötun Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 ( 1d8+4 ) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 ( 2d10+4 ) slashing damage, or 9 ( 1d10+4 ) slashing damage in Small or Medium form.
Change Shape. The jötun magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the jötun dies, it reverts to its true form, and its glaive reverts to its normal size.
Jötun Elder
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Siege Monster. The giant deals double damage to objects and structures.
Actions
Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant’s choice. and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.
Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Reactions
Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
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