Jotun Vampire: Difference between revisions

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(Created page with "__NOAUTOLINKS__ ''Source: Harker's Guide to Vampire Hunting'' Jotun are a lineage of humanoid giants that dwell in the northern reaches of Gathandia. They resemble humans or dwarves, although they loom more than twenty feet tall on average. Jotun skin tones range from those of humans to various hues of blue and gray. Their hair tends to be white or silver, regardless of their age. Jotun generally keep to their own, living in nomadic clans that travel across tundras an...")
 
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__NOAUTOLINKS__
__NOAUTOLINKS__
''Source: Harker's Guide to Vampire Hunting''
''Source: Harker's Guide to Vampire Hunting''



Latest revision as of 20:34, 17 February 2025

Source: Harker's Guide to Vampire Hunting

Jotun are a lineage of humanoid giants that dwell in the northern reaches of Gathandia. They resemble humans or dwarves, although they loom more than twenty feet tall on average. Jotun skin tones range from those of humans to various hues of blue and gray. Their hair tends to be white or silver, regardless of their age.

Jotun generally keep to their own, living in nomadic clans that travel across tundras and through northern mountain ranges. It is not unheard of for jotun to live among other humanoid settlements, but given the significant disparity in their size this is quite uncommon

Jotun Vampire
Monster Level: 32
Huge (Tall). Giant Undead Humanoid Shapechanger
STR DEX END AWR INT CHA
8 -2 9 6 5 6
Ref: 8 Fort: 19 Ant: 16 Log: 15 Will: 16
Armor Rating 10 (19 with Tough) Resist Physical 3, Occult 5 Immune Cold, Necrotic
Hit Points 405 Vulnerable Radiant 2 DR 5/Silvered or Magical Weapons
Speed 40 ft, Climb 40 ft Traits Iron Will, Steel Mind, Regen 2
Skills (STR) Athletics +4, Applied Force +8; (END) Forced March +8; (AWR) Sheltering +4, Tracking +4
Features
Tireless. If the Jotun Vampire must make a check to avoid Fatigue, it can roll 2d20 and take the higher.

Mountain Survivor. The Jotun Vampire is Immune to the effects of extreme cold and extreme elevation.

Forbiddance. The Jotun Vampire must observe certain restrictions:

  • The Jotun Vampire cannot enter a private residence without a written or verbal invitation.
  • If the Jotun Vampire starts its turn in direct sunlight, it takes 22 (4d10) radiant damage.
  • If the Jotun Vampire starts its turn in running water, it takes 5 (1d10) radiant damage.
  • If the Jotun Vampire takes radiant damage, it loses its Regen ability for 30 seconds.
  • If the Jotun Vampire consumes garlic or uses Blood Drain on a creature that ate garlic within the last 8 hours, it takes 5 (1d10) toxic damage and is Sickened for 30 seconds.

Crimson Thirst. The Jotun Vampire does not need to eat or drink, but for every 3 days they do not use Blood Drain, they lose 20 current and max HP. After using Blood Drain at least once per day for a week, their current and max HP reset to normal.

Vampiric Curse. Any living humanoid who takes damage from Blood Drain three times within 24 hours becomes infected with Vampirism.

Unholy Resurrection. If the Jotun Vampire dies at nighttime, it turns into a fine mist and floats back to its ancestral soil at a rate of 60 ft on each of its turns. If it does not reach its ancestral soil by dawn, then it dies permanently. If it reaches its ancestral soil before dawn, then it solidifies back into its vampiric form but is still dead. It reawakens at full health at dusk that evening. A Jotun Vampire that dies during the daytime turns into mist in this way at dusk the following evening, where it then tries to return to its ancestral soil. When a Jotun Vampire is dead and in solid form, it can be staked through the heart and its head cut off and burned to permanently kill it.

Actions
On each of the Jotun Vampires' turns, it may take one of the following sets of actions.
  • Take four Tier 1 actions.
  • Take two Tier 1 actions and one Tier 2 action.
Tier 1 Actions
Move. The Jotun Vampire can move up to its speed.

Greataxe. Reach 15 ft Two-Handed Weapon. +8 vs AR. Hit: 17 (2d8+8) sharp and 3 (1d6) cold.

Javelin. Thrown 60 ft One-Handed Weapon. +8 vs AR. Hit: 11 (1d6+8) sharp and 3 (1d6) cold.

Charm. Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Charmed by the Jotun Vampire until the start of the Jotun Vampire’s next turn.

Shapechanger (3/Rest). The Jotun assumes the form of a Swarm of Bats, a Vampiric Mist, or an Alpha Wolf. It retains its HP and AR but otherwise uses the relevant creature’s stats. The Jotun Vampire may return to its normal form by spending one action.

Tier 2 Actions
Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Jotun Vampire. Reach 5 ft Natural Weapon. +6 vs ANT. Hit: 17 (2d10+6) necrotic, and the Jotun Vampire regains HP equal to the damage it dealt.

Enthrall (1/Recoup). Ranged 20 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the Jotun Vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage, it may make a DC 16 CHA check; on a success, it ends the Enthralled condition. A creature that was Enthralled by the Jotun Vampire and is no longer Enthralled is immune to this attack and the Jotun Vampire’s Charm attack for the next 24 hours.

Frighten (Recharge 6). 20 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

Reactions
Preempt (1/Round). The Jotun Vampire may make a melee attack against a creature that moves into 15 ft reach of it.