Dovregubben

gargantuan giant, chaotic evil
Dovregubben
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
Armor Class: 18 (natural armor, +1 for each level of petrification)
Hit Points: 350 ()
Speed: 60 ft

STR30(+10)DEX14(+2)CON30(+10)INT9(-1)WIS14(+2)CHA16(+3)
Saving Throws: Str +16, Con +16, Wis +8
Skills: Athletics +16, Perception +8, Stealth +6
Damage Resistances: Cold
Senses: darkvision 300 ft., passive Perception 18
Languages: Common, Giant
Challenge: 23 (50,000 XP)

Legendary resistance (3/Day): If Dovregubben fails a saving throw, he can choose to succeed instead.
False appearance: While Dovregubben remains motionless, he is indistinguishable from a rocky hill or a gnarled tree.
Petrification: Whenever Dovregubben starts his turn in sunlight, he must succeed on a DC 20 Constitution saving throw or gain one level of petrification. A creature suffers the effect of its current level of petrification as well as all lower levels. The effects are as follows:
LevelEffect
1Disadvantage on ability checks
2Speed halved
3Disadvantage on attack rolls and saving throws
4Speed reduced to 0
5Dovregubben is petrified
Dovregubben can reduce his level of petrification by one for each hour he spends in darkness.
Ancient secrets and magic: Dovregubben has learned some secrets of the old magic from his ancestors and the spirits of the land. He can cast the following spells without using components, using his Charisma as his spellcasting ability (spell save DC 17, +9 to hit with spell attacks):
  • At will: Detect Magic (divination)
    Level: 1
    Casting Time: 1 action
    Concentration: Yes
    Ritual: Yes

    The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

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    , Thaumaturgy (transmutation)
    Level: 0
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    Create various minor effects to impress or distract creatures.

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  • 3/day each: Dispel Magic (abjuration)
    Level: 3
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).

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    , Earth Tremor (evocation)
    Level: 1
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    Creatures in a 10-foot radius must succeed on a Dex. save or take 1d6 bludgeoning damage and be knocked prone (damage/lvl).

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    , Spike Growth (transmutation)
    Level: 2
    Casting Time: 1 action
    Concentration: Yes
    Ritual: No

    Creatures in a 20-ft radius (difficult terrain) take 2d4 piercing damage for every 5 ft of movement.

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  • 1/day each: Erupting Earth (transmutation)
    Level: 3
    Casting Time: 1 action
    Concentration: No
    Ritual: No

    Creatures in a 20-foot cube (difficult terrain) must succeed on a Dex. save or take 3d12 bludgeoning damage (damage/lvl).

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    , Stoneskin (abjuration)
    Level: 4
    Casting Time: 1 action
    Concentration: Yes
    Ritual: No

    The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage.

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    , Wall of Stone (evocation)
    Level: 5
    Casting Time: 1 action
    Concentration: Yes
    Ritual: No

    Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged.

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Actions

Multiattack: Dovregubben makes three attacks: one with his bite and two with his unarmed strikes.
Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 () piercing damage.
Unarmed strike: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 27 () bludgeoning damage.
Frostfang: Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 41 () bludgeoning damage. In addition, when Dovregubben scores a critical hit with this weapon, the target must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of his next turn as ice crystals form around its body.
Rock: Ranged Weapon Attack: +19 to hit, range 60/240 ft., one target. Hit: 34 () bludgeoning damage.
Devour: Dovregubben can use his action to eat a Large or smaller creature that is grappled by him. The target must make a DC 19 Dexterity saving throw or be swallowed by Dovregubben. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside Dovregubben, and takes 28 () acid damage at the start of each of Dovregubben's turns. Dovregubben can have only one creature swallowed at a time.
If Dovregubben takes 40 or more damage on a single turn from a creature inside him, Dovregubben must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Dovregubben. If Dovregubben dies, a swallowed creature is no longer restrained by him and can escape from the corpse by using 15 feet of movement, exiting prone.

Legendary Actions

Dovregubben can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dovregubben regains spent legendary actions at the start of his turn.
Attack: Dovregubben makes one attack with his bite, unarmed strike or Frostfang.
Move: Dovregubben moves up to half his speed without provoking opportunity attacks.
Roar (Costs 2 Actions) : Dovregubben lets out a fearsome roar that echoes through the mountains. Each creature within 120 feet of him that can hear him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lair Actions

On initiative count 20 (losing initiative ties), Dovregubben can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
Tremor: Dovregubben causes a tremor in a 60-foot radius around him. Each creature on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.
Frigid wimds: Dovregubben causes a blast of cold wind to sweep through his lair. Each creature within 120 feet of him must succeed on a DC 18 Constitution saving throw or take 21 () cold damage and have its speed reduced by 10 feet until the end of its next turn.
Thunderclap: Dovregubben causes a loud thunderclap to sound in his lair. Each creature within 120 feet of him that can hear him must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
Haunting melody: Dovregubben causes a haunting, but alluring melody to play in his lair. Each creature within 120 feet of him that can hear him must succeed on a DC 18 Wisdom saving throw or be under the effect of Otto's irresistible dance for 1 round.

Regional Effects

The region containing Dovregubben's lair is warped by his magic, which creates one or more of the following effects:
  • The weather within 6 miles of the lair is always stormy, with strong winds, heavy rain or snow, and frequent thunder and lightning.
  • Rocks and trees within 1 mile of the lair have a faint resemblance to Dovregubben's face or body, making it hard to distinguish him from his surroundings.
  • Creatures that sleep within 1 mile of the lair have strange dreams of being chased or devoured by Dovregubben. A creature that fails a DC 15 Wisdom saving throw after waking up from such a dream gains no benefit from the rest and has disadvantage on ability checks until it finishes a long rest.
If Dovregubben dies, these effects fade over the course of days.

Notes

Dovregubben is the lord of the jotuns, and the most ancient and powerful of them all. He is larger and mightier than any other jotun, and his skin is marked with runes and symbols. He wears a crown made of bone, and a cloak of wolf fur from 500 wolves. His eyes burn with a deep red fire, and his voice rumbles like an avalanche.
Dovregubben is the king of the trolls who lives in Dovregubbens Hall inside a mountain range known as Ronden. He represents the narrow-mindedness and self-satisfaction of his people.
Dovregubben is a cunning and ruthless ruler who commands respect and fear from his subjects. He is also greedy and proud, hoarding wealth and power for himself. He has many children with various jotun, giant and troll women, but he cares little for them. He sees humans as inferior beings who can be exploited or devoured.
Dovregubben dwells in his hall deep within the mountains, where he holds court with his troll nobles and servants. He rarely leaves his lair, unless he has a reason to do so. He has influence over the weather and the land around his domain, which he can shape to his will. He also has access to ancient secrets and magic that he guards jealously.
Dovregubben wields a dagger called Frostfang. Frostfang is a marvel to behold. It is as long as a man, and as sharp as a razor. It's made from solid ice that never melts, and glows with a faint blue light. It can cut through anything, even stone and metal.
Dovregubben is a legendary figure who is feared by both humans and jotuns alike. He is seldom seen by anyone who lives to tell the tale. He has few enemies, but he also has few allies. He is indifferent to the affairs of the gods and other races, unless they threaten his interests or challenge his authority. Dovregubben is a formidable adversary who can only be defeated by extraordinary means.
Tags:petrifiedresistancegiantdarkvisionathleticsperceptionstealthevilchaoticlegendary actionslair actions

Comments

Timmmi

When the Lair Action Haunting melody is active, I recommend playing In the hall of the mountain king. This was created by Norwegian composer Edvard Gried, and it's original Norwegian title is "Dovregubbens Hall".
21/08/2023, 05:36

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