b'Jotnar, Fire (Muspeljotun) \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  fire  Damage Resistances  poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  frightened ,  poisoned   Senses   darkvision  120 ft., passive  Perception  22  Languages  Common, Giant  Challenge  24 (62,000 XP) \n'b' Special Traits \n'b'   Brute . A melee weapon deals one extra die of its damage when the muspeljotun hits with it (included in the  attack ). \n'b'  Collapsing Colossus . When the muspeljotun drops to  0 hit points , it falls over. Any creature on the ground within 30 feet of the muspeljotun 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'  Fire Aura . At the start of each of the muspeljotun\xe2\x80\x99s turns, each creature within 5 feet of it takes 11 (2d10) fire damage, and flammable objects in the area that aren\xe2\x80\x99t being worn or carried ignite. A creature that touches the muspeljotun or hits it with a  melee attack  while within 5 feet of it takes 11 (2d10) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet. \n'b'  Spellcasting . The muspeljotun is a 9th-level  cleric . Its spellcasting ability is  Wisdom  (spell save DC 20, +12 to hit with spell attacks). It has the following  cleric  spells prepared:\n'b'\n'b'   Cantrips (at will) : fire bolt,  light ,  sacred flame , spare the dying \n'b'  1st level (4 slots) :  guiding bolt ,  healing word ,  heroism ,  shield of faith  \n'b'  2nd level (3 slots) :  lesser restoration ,  scorching ray  \n'b'  3rd level (3 slots) : blinding smite, crusader\xe2\x80\x99s mantle,  revivify  \n'b'  4th level (3 slots) :  banishment ,  wall of fire  \n'b'  5th level (1 slot) :  flame strike  \n'b'\n'b'  Legendary Resistance (3/Day) . If the muspeljotun fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The muspeljotun has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The muspeljotun\xe2\x80\x99s weapon attacks are magical. \n'b'  Siege Monster . The muspeljotun deals double damage to objects and structures. \n'b'  Towering Terror . Any enemy outside the muspeljotun 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 muspeljotun\xe2\x80\x99s Towering Terror for the next 24 hours. \n'b'  Actions \n'b'   Multiattack . The muspeljotun makes two  melee attacks . \n'b'  Flaming Heftisax .  Melee Weapon Attack : +17 to hit, reach 15 ft., one target.  Hit : 29 (3d12 + 10) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. \n'b'  Lavaball .  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) fire damage. \n'b'  Stomp . The muspeljotun 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 muspeljotun 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 muspeljotun 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). \n'b'  Reactions \n'b'   Blinding Retaliation . As a  reaction  immediately after being hit by a  melee attack , the muspeljotun can cause the attacker to be  blinded  until the end of the attacker\xe2\x80\x99s next turn, unless the attacker succeeds on a DC 25  Constitution  saving throw.'