b'Jotnar, Frost (Hrimjotun) \n'b'  Family:   Jotun  \n'b'  Gargantuan   giant ,  any neutral  \n'b'  Armor Class  19 (byrnie and shield)  Hit Points  410 (20d20 + 200)  Speed  60 ft.\n'b' STATS STR: 30 (+10) DEX:  15 (+2)  CON:  30 (+10)  INT:  20 (+5)  WIS:  20 (+5)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +17,  Constitution  +17,  Intelligence  +12,  Charisma  +12  Skills   Athletics  +17,  Deception  +12,  Nature  +12,  Perception  +12,  Persuasion  +12,  Stealth  +9,  Survival  +12  Damage Immunities  cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  frightened   Senses   darkvision  120 ft., passive  Perception  22  Languages  Common, Giant  Challenge  22 (41,000 XP) \n'b' Special Traits \n'b'   Brute . A melee weapon deals one extra die of its damage when the hrimjotun hits with it (included in the  attack ). \n'b'  Collapsing Colossus . When the hrimjotun drops to  0 hit points , it falls over. Any creature on the ground within 30 feet of the hrimjotun must make a DC 15  Dexterity  saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is  restrained ,  blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 25  Strength  saving throw at the end of each of its turns, ending the  restrained ,  blinded , and risk of suffocation conditions on a success. \n'b'  Freezing Body . A creature that touches the hrimjotun or hits it with a  melee attack  while within 5 feet of it takes 10 (3d6) cold damage. \n'b'  Ice Walk . The hrimjotun can move across and climb icy surfaces without needing to make an ability check. \n'b'  Innate Spellcasting . The hrimjotun\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  ray of frost  \n'b'  3/day each : grasping hand (made of ice, immune to cold damage, deals bludgeoning instead of force),  cone of cold , flesh to ice (as  flesh to stone ),  freezing sphere ,  ice storm ,  sleet storm ,  spike growth  (spikes made of ice),  wall of ice  \n'b'  1/day each :  control weather  \n'b'\n'b'  Legendary Resistance (3/Day) . If the hrimjotun fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The hrimjotun has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The hrimjotun\xe2\x80\x99s weapon attacks are magical. \n'b'  Siege Monster . The hrimjotun deals double damage to objects and structures. \n'b'  Towering Terror . Any enemy outside the hrimjotun that starts its turn within 30 feet of it must succeed on a DC 20  Wisdom  saving throw or be  frightened  until the start of the enemy\xe2\x80\x99s next turn. If the enemy\xe2\x80\x99s saving throw is successful, it is immune to this hrimjotun\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b'  Snow Camouflage . The hrimjotun has advantage on  Dexterity  ( Stealth ) checks made to  hide  in snowy terrain. \n'b'  Actions \n'b'   Multiattack . The hrimjotun makes two  melee attacks . \n'b'  Brynklungr .  Melee Weapon Attack : +17 to hit, reach 15 ft., one target.  Hit : 29 (3d12 + 10) bludgeoning damage. \n'b'  Iceball .  Melee or Ranged Weapon Attack : +17 to hit, reach 15 ft. or range 60/240 ft., one target.  Hit : 26 (3d10 + 10) bludgeoning damage plus 7 (2d6) cold damage. \n'b'  Animate Ice . The hrimjotun can create either an inanimate ice object or an animated ice creature. The ice object can\xe2\x80\x99t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (hrimjotun\xe2\x80\x99s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with  vulnerability  to fire damage, immunity to cold and poison damage, and immunity to the following conditions:  charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified , and  poisoned . The ice creature obeys only its creator\xe2\x80\x99s commands. The object or creature appears in an unoccupied space within 60 feet of hrimjotun. It melts into a pool of normal water after 24 hours or when it drops to  0 hit points . In extreme heat, it loses 5 (1d10)  hit points  per minute as it melts. \n'b'  Stomp . The hrimjotun stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 17  Dexterity  saving throw or take 33 (6d10) bludgeoning damage and fall  prone . Until the hrimjotun uses its Stomp again or moves, the creature is  restrained . While  restrained  in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25  Strength  check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the hrimjotun and is no longer  restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).'