Jotun Vampire: Difference between revisions
(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:
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.
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| 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. | |||||