Jotun Shaman

gargantuan giant, chaotic evil
Jotun Shaman
Armor Class: 15 (natural armor, +1 per level of petrification)
Hit Points: 290 ()
Speed: 60 ft

STR23(+6)DEX14(+2)CON26(+8)INT9(-1)WIS16(+3)CHA20(+5)
Saving Throws: Str +12, Con +14
Skills: Athletics +12, Perception +10, Stealth +6
Damage Resistances: Cold
Senses: darkvision 300 ft., passive Perception 20
Languages: Giant
Challenge: 17 (18,000 XP)

False Appearance: While the jotun shaman remains motionless, it is indistinguishable from a rocky hill or a gnarled tree.
Petrification: Whenever the jotun shaman starts its turn in sunlight, it 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
5The jotun is petrified
The jotun shaman can reduce its level of petrification by one for each hour it spends in darkness.
Shamanistic Rituals: The jotun shaman can perform certain rituals that grant it or its allies special benefits or abilities. Each ritual takes 10 minutes to complete and requires the jotun shaman to chant and carve runes on an object or creature.
  • Blessing of Frost. The target gains resistance to fire damage and immunity to cold damage for 24 hours.
  • Blessing of Stone. The target gains a +1 bonus to AC and advantage on Strength checks and saving throws for 24 hours.
  • Blessing of Wind. The target gains a flying speed equal to its walking speed and can hover for 24 hours.
Spellcasting: The jotun shaman is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells, requiring no material components:
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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, Feather Fall (transmutation)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

Up to 5 creatures fall at 60 feet per round and take no falling damage before the spell ends.

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

Provide various minor effects related to nature (weather forecast, flowering, sensory effect, etc).

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, Guidance (divination)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one ability check of its choice.

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3/day each: Augury (divination)
Level: 2
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing).

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

The target's AC can't be less than 16.

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, Cure Wounds (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).

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, Plant Growth (transmutation)
Level: 3
Casting Time: 1 action or 8 hours
Concentration: No
Ritual: No

Plants in the area grow vigorously, or over a year the plants produce twice the normal amount of food.

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, Speak with Animals (divination)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: Yes

The caster communicates with beats that can share information or help.

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2/day each: Dominate Beast (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

A beast within 60 ft must succeed on a Wis. save or be charmed and obey the launcher (duration/lvl).

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, Polymorph (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

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1/day each: Commune with Nature (divination)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster gets 3 informations about the surrounding territory. Doesn't function in dungeons or towns.

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, Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

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, Giant Insect (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform insects (from 10 centipedes to 1 scorpion) into giant creatures that obey the caster's orders.

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, Greater Restoration (abjuration)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.

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Actions

Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 () piercing damage.
Unarmed strike: Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 25 () bludgeoning damage.
Rock: Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 34 () bludgeoning damage.
Devour: The jotun shaman can use its action to eat a Large or smaller creature that is grappled by it. The target must make a DC 16 Dexterity saving throw or be swallowed by the jotun shaman. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the jotun shaman , and takes 28 () acid damage at the start of each of the jotun shaman's turns. The jotun shaman can have only one creature swallowed at a time.
If the jotun shaman takes 30 or more damage on a single turn from a creature inside it, the jotun shaman 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 the jotun shaman . If the jotun shaman dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Call of Thunder (Recharge 6): The jotun shaman summons a thunderstorm in a 300-foot radius centered on itself. The storm lasts for 1 minute or until the jotun shaman ends it as a bonus action. While the storm is active, the jotun shaman must concentrate on it as if concentrating on a spell. If the jotun shaman’s concentration is broken, the storm ends. Each creature within 100 feet of the jotun shaman must make a DC 16 Constitution saving throw at the start of each of its turns or be deafened until the end of its next turn. Additionally, as a bonus action on its subsequent turns, the jotun shaman can call down a bolt of lightning on a point it can see within 300 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw or take 22 () lightning damage on a failed save, or half as much damage on a successful one.

Notes

A jotun shaman is a colossal creature that resembles a rocky hill or a gnarled tree. It has thick, gray skin that blends with the stone and wood, and moss and lichen growing on its body. It has long, tangled hair and beard, and small, deep-set eyes that glow with an inner light. It wears no clothing, but sometimes carries a staff or a totem as a symbol of its power. Its teeth are jagged and stained, and its breath is cold and damp.
Jotun shamans are one of the types of trolls, often associated with mountains and forests. They are also related to the giants, the ancient enemies of the gods. Jotun shamans are generally hostile to humans and other civilized races, preferring to live in isolation and darkness. They are also vulnerable to sunlight, which can turn them into stone.
Jotun shamans are more intelligent than other jotuns, but they have a different kind of wisdom that comes from their bond with nature. They can cause natural disasters such as storms and avalanches, but they can also heal the land and communicate with animals and plants. They have a keen sense of smell and hearing, which they use to hunt their prey. Jotun shamans are carnivorous and will eat anything they can catch, including humans. They sometimes keep their victims alive in their stomachs for later consumption.
Jotun shamans live in small family groups, usually consisting of a father and a daughter or a mother and a son. They rarely interact with other jotun shamans, except to mate or fight over territory. Jotun shamans have a primitive culture and language, and worship ancient spirits of the land. They sometimes keep treasures or magic items that they find or steal from travelers.
Jotun shamans can be encountered in remote areas of mountains or forests, where they make their lairs in caves or hollows. They are most active at night or during storms, when they roam the land in search of food or mischief. They avoid places where humans dwell, unless they are hungry or provoked. Jotun shamans can be formidable foes, but they can also be outwitted by clever adventurers.
Tags:healingpetrifiedspellslorechaoticevilgiantdarkvisionathleticsperceptionstealthresistance

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