Jotun Guard (5e Creature)
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Jotun Guard[edit]
Gargantuan giant, lawful neutral Armor Class 21 (natural armor)
Saving Throws Str +16, Con +14, Wis +11 Immortality. The giant suffers no ill effects from age, and is immune to effects that reduce ability scores and hit point maximum. Innate Spellcasting (Psionics). The giant's spell ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: At will: pass without trace, protection from poison, speak with animals, speak with plants Magic Resistance. The giant has advantage on saving throws against spells and other magical effects. Magic Weapons. The giant's weapon attacks are magical. ACTIONSGreatclub. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. Rock. Ranged Weapon Attack: +16 to hit, reach 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage. Frightful Presence. Each creature of the giant's choice that is within 110 feet of the jotun and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. REACTIONSRock Catching. If a rock or a similar object is hurled at the giant it can make a DC 10 Dexterity saving throw to catch it. On a success, the giant catches the object and takes no damage from it. LEGENDARY ACTIONSThe giant 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. The giant regains spent legendary actions at the start of its turn. Detect. The giant makes a Wisdom (Perception) check. |
Jotun guards serve as bodyguards for Jotun giants. They are messengers, scouts, and sentries for the high power of the Jotun giants and the great ogre god, Thrym. They will often remain in Jotunheim unless they are led to war by their masters. |
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