Obly99
Hero
Good evening gentlemen, I present to you the Jotun of the Norse myth. I built them with the PF1 system, using my homebrew rule that divine rank give an equivalent mythic rank. They were created using frost giants, fire giants, and rock giants as the base creatures + with abilities derived from the Jotunblood Giant template (Jotunblood Giant (CR +4)[3pp] – d20PFSRD) for these respective giants. I don't give them maximum hit points per die, movement speed augmenteds, divine immunities, divine aura, 1/4 HD as natural armor (I give them a natural armor value to make a total AC suitable for the CR I wanted to get), portfolio, godly realms, grants spell, immortality, SR 10+HD+divine bonus (I give them 11+CR+divive bonus) or d20 as HD of the Quasi Deity template.
Jotnar Niflheim (Hrímþursar) CR 24
As you advance through the snowstorm, a scream rises near you. From the shadows of the storm a Wendigo approaches you, ready to devour you or worse. A shadow rises from the sky, however, and a second later the Wendigo disappears under an immense foot. Looking up in amazement you notice this titanic bluish woman who seems to have appeared out of nowhere and smiling at you.
Any (usually any-non Lawful) Huge humanoid (cold, extraplanar, giant)
Init +11; Senses darkvision 180 ft., low-light vision, scent, snow vision, true seeing; Perception +35; Aura cloak of chaos (DC 31), cold (4d6 cold, 85 ft., DC 33)
AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)
hp 516 (24d10+384 hp) regeneration 20 (fire)
Fort +39, Ref +19, Will +29
Defensive Abilities freedom of movement, rock catching; DR 20/epic and lawful; Immune cold; Resistance fire 20; SR 39
Weakness vulnerability to fire;
Speed 60 ft., climb 30 ft.
Melee +5 frost club +47/+42/+37/+32 (2d6+29 plus 1d6 cold) or 2 slam +42 (3d6+16)
Ranged rock +30 (6d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 cold damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)
Spell-like Abilities (CL 20th, concentration +33)
Constant—cloak of chaos, freedom of movement, true seeing
At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)
3/day—polar ray, wish (replicate spell with cold descriptor only)
1/day—polar midnight (DC 32), wish
Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29
Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)
Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike
Epic Feats Improved Power Attack (-1;+3)
Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +44, Survival +38, Use Magic Device +37
Languages Aquan, Auran, Common, Dwarf, Elf, Giant, Old Norse
SQ change size, ice walking, jotun traits, mythic
Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)
Gears +5 frost club
Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).
Icewalking (Ex)
A Niflheim jotun ignores all difficult terrain and movement penalties from snow and ice. A jotun can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
Snow Vision (Ex)
A Niflheim jotun see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.
Jotnar Múspellsheimr (Múspellsmegir) CR 24
As you explore Múspellsheimr, an immense man emerges from a river of lava next to you. His hair seems to be glowing, his eyes burn with an internal fire and the air is ablaze around him. His gaze falls on you, and drawing his sword, he orders you to throw down your weapons and surrender.
Any (usually any Lawful) Huge humanoid (extraplanar, fire, giant)
Init +11; Senses darkvision 180 ft., fire vision, low-light vision, scent, true seeing; Perception +35; Aura fire (4d6 cold, 85 ft., DC 33), shield of law (DC 31)
AC 42, touch 24, flat-footed 39 (+8 armor, +9 deflection, +3 Dex, +4 divine, +10 Natural, -2 size)
hp 516 (24d10+384 hp) regeneration 20 (cold)
Fort +39, Ref +19, Will +29
Defensive Abilities fortification 75% (from the armor), freedom of movement, rock catching; DR 20/chaotic and epic; Immune fire; Resistance cold 20; SR 39
Weakness vulnerability to cold;
Speed 60 ft., climb 30 ft., swim 40 ft. (only in lava and magma)
Melee +5 flaming greatsword +47/+42/+37/+32 (4d6+29/19-20 plus 1d6 fire) or 2 slam +42 (3d6+16)
Ranged rock +30 (6d6+24 plus 4d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 fire damage, 1d4 rounds), heated rock, Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)
Spell-like Abilities (CL 20th, concentration +33)
Constant—freedom of movement, shield of law, true seeing
At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)
3/day—wall of lava, wish (replicate spell with fire descriptor only)
1/day—meteor swarm (DC 32), wish
Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29
Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)
Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike
Epic Feats Improved Power Attack (-1;+3)
Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +55, Survival +38, Use Magic Device +37
Languages Common, Dwarf, Elf, Giant, Ignan, Infernal, Old Norse
SQ change size, jotun traits, lava affinity, mythic, warrior
Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)
Gears +5 flaming greatsword, +2 lamellar (steel) of heavy fortification
Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
A Múspellsheimr jotun can see perfectly in smoky conditions (such as those created by pyrotechnics) and through fire, lava or magma (even those generated by a wall of fire or wall of magma spells).
Heated Rock (Su)
Múspellsheimr jotnar transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 4d6 points of additional fire damage on a hit.
Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).
Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
Lava Affinity (Ex)
A Múspellsheimr jotun can breathe and swim while submerged in lava and magma. A Múspellsheimr jotun can swim in lava and magma as if it has swim speed 40 ft. A Múspellsheimr jotun can move through a wall of lava spell without the need to make the Strength check or spend any additional actions: the jotun merely pass through as if it was not there.
Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
Warrior (Ex)
A Múspellsheimr jotun never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor.
Jotnar Jötunheimr CR 24
In front of you, at another table in the inn, there is what looks like a normal human girl sitting with an ax beside her. A drunken man approaches and begins to bother her and before you can even get up to stop him, the enraged girl grabs her ax and, with a scream, grows so big that she breaks through the roof of the inn.
Any Neutral or Chaotic Huge humanoid (earth, extraplanar, giant)
Init +11; Senses darkvision 180 ft., low-light vision, scent, see through stone, tremorsense 180 ft., true seeing; Perception +35; Aura cloak of chaos (DC 31)
AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)
hp 516 (24d10+384 hp plus 150 force field [3 points per round]) regeneration 20 (epic)
Fort +39, Ref +19, Will +29
Defensive Abilities freedom of movement, rock catching; DR 20/adamantine and epic; Immune acid; Resistance cold 30, electricity 30, fire 30, sonic 30; SR 39
Speed 60 ft., burrow 200 ft., climb 30 ft.
Melee +5 greataxe +47/+42/+37/+32 (4d6+29/x3) or 2 slam +42 (3d6+16)
Ranged rock +30 (6d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 bludgeoning damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.), stone calling, trample (3d6+24, DC 42)
Spell-like Abilities (CL 20th, concentration +33)
Constant—cloak of chaos, freedom of movement, true seeing
At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, transmute mud to rock, transmute rock to mud, veil (DC 29)
3/day—earthquake, wish (replicate spell with earth descriptor only)
1/day—elemental swarm (earth elementals only), wish
Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29
Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)
Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike
Epic Feats Improved Power Attack (-1;+3)
Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (dungeoneering) +34, Knowledge (engineering) +34, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Survival +38
Languages Common, Dwarf, Elf, Giant, Old Norse, Terran, Undercommon
SQ change size, great digger, jotun traits, mythic, stone fusion, stone shaping
Divine Abilities Hidden Illusion, Force Field x3
Gears +5 greataxe
Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
Great Digger (Ex)
A Jötunheimr jotun can burrow through any terrain with hardness less then 9 and can breathe while buried in earth.
Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).
Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
See Through Stone (Ex)
A Jötunheimr jotun see through earth and solid rock as if it were transparent glass up to its maximum range of vision.
Stone Calling (Su)
A Jötunheimr jotun can cause any rock within 1,000 feet to fly at a foe simply by calling to it. The rock must be unattended and of a size that the jotun could normally lift and throw. Resolve the attack as though the jotun was standing where the rock is and throwing it at the foe, adding the jotun’s 1-1/2 Strength bonus to damage as normal. The jotun can even use this ability to hurl rocks at creatures it cannot see, including foes that have total cover from its position. However, it must guess where such foes are, and even if it guesses correctly, it has a 50% miss chance.
Stone Fusion (Su)
A Jötunheimr jotun can can meld its body and possessions into a stone as a move action. The stone must be large enough to accommodate its body in all three dimensions. While in the stone, the jotun remain in contact, however tenuous, with the face of the stone through which it melded. The jotun remain aware of the passage of time and can cast spells while hiding in the stone. The jotun can exit the rock as a move action. Minor physical damage to the stone does not harm the jotun, but its partial destruction (to the extent that it no longer fit within it) expels him and deals him 5d6 points of damage. The stone’s complete destruction expels him and deals him 10d6 points of damage. The following spells harm the jotun if cast upon the stone that he is occupying.
Stone Shaping (Su)
A Jötunheimr jotun can manipulate any rock (or ground) within 10 ft. from him, up to a maximum of 10 cu. ft./HD (240 cu. ft. for a typical jotun) as a swift action. It can give any shape it wants to the rock, including objects, tunnels, parts of structures (doors, lintels) and even moving mechanical parts such as machinery.
Jotnar Niflheim (Hrímþursar) CR 24
As you advance through the snowstorm, a scream rises near you. From the shadows of the storm a Wendigo approaches you, ready to devour you or worse. A shadow rises from the sky, however, and a second later the Wendigo disappears under an immense foot. Looking up in amazement you notice this titanic bluish woman who seems to have appeared out of nowhere and smiling at you.
Any (usually any-non Lawful) Huge humanoid (cold, extraplanar, giant)
Init +11; Senses darkvision 180 ft., low-light vision, scent, snow vision, true seeing; Perception +35; Aura cloak of chaos (DC 31), cold (4d6 cold, 85 ft., DC 33)
AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)
hp 516 (24d10+384 hp) regeneration 20 (fire)
Fort +39, Ref +19, Will +29
Defensive Abilities freedom of movement, rock catching; DR 20/epic and lawful; Immune cold; Resistance fire 20; SR 39
Weakness vulnerability to fire;
Speed 60 ft., climb 30 ft.
Melee +5 frost club +47/+42/+37/+32 (2d6+29 plus 1d6 cold) or 2 slam +42 (3d6+16)
Ranged rock +30 (6d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 cold damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)
Spell-like Abilities (CL 20th, concentration +33)
Constant—cloak of chaos, freedom of movement, true seeing
At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)
3/day—polar ray, wish (replicate spell with cold descriptor only)
1/day—polar midnight (DC 32), wish
Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29
Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)
Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike
Epic Feats Improved Power Attack (-1;+3)
Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +44, Survival +38, Use Magic Device +37
Languages Aquan, Auran, Common, Dwarf, Elf, Giant, Old Norse
SQ change size, ice walking, jotun traits, mythic
Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)
Gears +5 frost club
Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
- Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)
- Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)
- Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)
- Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)
- Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).
Icewalking (Ex)
A Niflheim jotun ignores all difficult terrain and movement penalties from snow and ice. A jotun can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
- d10 Hit Dice.
- Base attack bonus equal to total Hit Dice (fast progression).
- Two good saving throws, Fortitude and Will.
- Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.
- Darkvision 180 feet.
- Charisma modifier as a deflection bonus to AC.
- Jotnar are quasi-deity, and have a divine rank of 4.
- Jotnar cannot die of old age.
- Change Size (see above).
- Mythic (see below).
Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
Snow Vision (Ex)
A Niflheim jotun see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.
Jotnar Múspellsheimr (Múspellsmegir) CR 24
As you explore Múspellsheimr, an immense man emerges from a river of lava next to you. His hair seems to be glowing, his eyes burn with an internal fire and the air is ablaze around him. His gaze falls on you, and drawing his sword, he orders you to throw down your weapons and surrender.
Any (usually any Lawful) Huge humanoid (extraplanar, fire, giant)
Init +11; Senses darkvision 180 ft., fire vision, low-light vision, scent, true seeing; Perception +35; Aura fire (4d6 cold, 85 ft., DC 33), shield of law (DC 31)
AC 42, touch 24, flat-footed 39 (+8 armor, +9 deflection, +3 Dex, +4 divine, +10 Natural, -2 size)
hp 516 (24d10+384 hp) regeneration 20 (cold)
Fort +39, Ref +19, Will +29
Defensive Abilities fortification 75% (from the armor), freedom of movement, rock catching; DR 20/chaotic and epic; Immune fire; Resistance cold 20; SR 39
Weakness vulnerability to cold;
Speed 60 ft., climb 30 ft., swim 40 ft. (only in lava and magma)
Melee +5 flaming greatsword +47/+42/+37/+32 (4d6+29/19-20 plus 1d6 fire) or 2 slam +42 (3d6+16)
Ranged rock +30 (6d6+24 plus 4d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 fire damage, 1d4 rounds), heated rock, Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)
Spell-like Abilities (CL 20th, concentration +33)
Constant—freedom of movement, shield of law, true seeing
At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)
3/day—wall of lava, wish (replicate spell with fire descriptor only)
1/day—meteor swarm (DC 32), wish
Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29
Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)
Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike
Epic Feats Improved Power Attack (-1;+3)
Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +55, Survival +38, Use Magic Device +37
Languages Common, Dwarf, Elf, Giant, Ignan, Infernal, Old Norse
SQ change size, jotun traits, lava affinity, mythic, warrior
Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)
Gears +5 flaming greatsword, +2 lamellar (steel) of heavy fortification
Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
- Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)
- Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)
- Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)
- Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)
- Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)
A Múspellsheimr jotun can see perfectly in smoky conditions (such as those created by pyrotechnics) and through fire, lava or magma (even those generated by a wall of fire or wall of magma spells).
Heated Rock (Su)
Múspellsheimr jotnar transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 4d6 points of additional fire damage on a hit.
Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).
Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
- d10 Hit Dice.
- Base attack bonus equal to total Hit Dice (fast progression).
- Two good saving throws, Fortitude and Will.
- Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.
- Darkvision 180 feet.
- Charisma modifier as a deflection bonus to AC.
- Jotnar are quasi-deity, and have a divine rank of 4.
- Jotnar cannot die of old age.
- Change Size (see above).
- Mythic (see below).
Lava Affinity (Ex)
A Múspellsheimr jotun can breathe and swim while submerged in lava and magma. A Múspellsheimr jotun can swim in lava and magma as if it has swim speed 40 ft. A Múspellsheimr jotun can move through a wall of lava spell without the need to make the Strength check or spend any additional actions: the jotun merely pass through as if it was not there.
Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
Warrior (Ex)
A Múspellsheimr jotun never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor.
Jotnar Jötunheimr CR 24
In front of you, at another table in the inn, there is what looks like a normal human girl sitting with an ax beside her. A drunken man approaches and begins to bother her and before you can even get up to stop him, the enraged girl grabs her ax and, with a scream, grows so big that she breaks through the roof of the inn.
Any Neutral or Chaotic Huge humanoid (earth, extraplanar, giant)
Init +11; Senses darkvision 180 ft., low-light vision, scent, see through stone, tremorsense 180 ft., true seeing; Perception +35; Aura cloak of chaos (DC 31)
AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)
hp 516 (24d10+384 hp plus 150 force field [3 points per round]) regeneration 20 (epic)
Fort +39, Ref +19, Will +29
Defensive Abilities freedom of movement, rock catching; DR 20/adamantine and epic; Immune acid; Resistance cold 30, electricity 30, fire 30, sonic 30; SR 39
Speed 60 ft., burrow 200 ft., climb 30 ft.
Melee +5 greataxe +47/+42/+37/+32 (4d6+29/x3) or 2 slam +42 (3d6+16)
Ranged rock +30 (6d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 bludgeoning damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.), stone calling, trample (3d6+24, DC 42)
Spell-like Abilities (CL 20th, concentration +33)
Constant—cloak of chaos, freedom of movement, true seeing
At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, transmute mud to rock, transmute rock to mud, veil (DC 29)
3/day—earthquake, wish (replicate spell with earth descriptor only)
1/day—elemental swarm (earth elementals only), wish
Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29
Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)
Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike
Epic Feats Improved Power Attack (-1;+3)
Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (dungeoneering) +34, Knowledge (engineering) +34, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Survival +38
Languages Common, Dwarf, Elf, Giant, Old Norse, Terran, Undercommon
SQ change size, great digger, jotun traits, mythic, stone fusion, stone shaping
Divine Abilities Hidden Illusion, Force Field x3
Gears +5 greataxe
Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
- Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)
- Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)
- Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)
- Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)
- Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)
Great Digger (Ex)
A Jötunheimr jotun can burrow through any terrain with hardness less then 9 and can breathe while buried in earth.
Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).
Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
- d10 Hit Dice.
- Base attack bonus equal to total Hit Dice (fast progression).
- Two good saving throws, Fortitude and Will.
- Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.
- Darkvision 180 feet.
- Charisma modifier as a deflection bonus to AC.
- Jotnar are quasi-deity, and have a divine rank of 4.
- Jotnar cannot die of old age.
- Change Size (see above).
- Mythic (see below).
Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
See Through Stone (Ex)
A Jötunheimr jotun see through earth and solid rock as if it were transparent glass up to its maximum range of vision.
Stone Calling (Su)
A Jötunheimr jotun can cause any rock within 1,000 feet to fly at a foe simply by calling to it. The rock must be unattended and of a size that the jotun could normally lift and throw. Resolve the attack as though the jotun was standing where the rock is and throwing it at the foe, adding the jotun’s 1-1/2 Strength bonus to damage as normal. The jotun can even use this ability to hurl rocks at creatures it cannot see, including foes that have total cover from its position. However, it must guess where such foes are, and even if it guesses correctly, it has a 50% miss chance.
Stone Fusion (Su)
A Jötunheimr jotun can can meld its body and possessions into a stone as a move action. The stone must be large enough to accommodate its body in all three dimensions. While in the stone, the jotun remain in contact, however tenuous, with the face of the stone through which it melded. The jotun remain aware of the passage of time and can cast spells while hiding in the stone. The jotun can exit the rock as a move action. Minor physical damage to the stone does not harm the jotun, but its partial destruction (to the extent that it no longer fit within it) expels him and deals him 5d6 points of damage. The stone’s complete destruction expels him and deals him 10d6 points of damage. The following spells harm the jotun if cast upon the stone that he is occupying.
- Stone to flesh expels the jotun and deals him 5d6 points of damage.
- Stone shape deals 3d6 points of damage but does not expel the jotun.
- Transmute rock to mud expels the jotun and then deals 5d6 points of damage.
- Finally, passwall expels the jotun without damage.
Stone Shaping (Su)
A Jötunheimr jotun can manipulate any rock (or ground) within 10 ft. from him, up to a maximum of 10 cu. ft./HD (240 cu. ft. for a typical jotun) as a swift action. It can give any shape it wants to the rock, including objects, tunnels, parts of structures (doors, lintels) and even moving mechanical parts such as machinery.
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