ᚠᛚᚨᚱᛃᛟᛏᚾᚨᚱ
“False giants.” While the dwarfs of Svartálfheimr are known for the wonderful singular items they create for the gods, the dwarfs do not deal only with the Æsir. The dwarfs, though loyal to the Æsir, also sell their goods, both raw material and crafted items, to other groups: the black elves, the light elves, the occasional human, and even the jǫtnar.
What the jǫtnar have traditionally wanted are replacement limbs and organs. More rarely, the jǫtnar have wanted flárjǫtnar: artificial creatures made to look, sound, and act like the jǫtnar, although the dwarfs make no attempt at concealing the material each flárjǫtnar is crafted from. While the flárjǫtnar have served many roles for the jǫtnar, from servants to mates, traditionally the flárjǫtnar were deployed as warriors against Thor and the other gods during the Æsir-Jǫtnar wars.
Clay Flárjǫtunn
ᛚᛖᛁᚱ ᚠᛚᚨᛃᛟᛏᚢᚾᚾ
The clay flárjǫtunn is the most common of the flárjǫtnar made by the dwarfs. Similarly sized to the greater jǫtnar but lacking their spells, the clay flárjǫtnar are deployed in hand-to-hand combat against the gods and the jǫtnar’s other enemies. Mindless but well-programmed, the clay flárjǫtnar make excellent frontline warriors.
Clay flárjǫtnar appear to be extraordinarily large jǫtnar, but a DC 16 Perception check reveals that their faces are unmoving, and that in fact their bodies are made from flame-hardened clay.
Gargantuan construct, orderly
Armor Class 18 (natural armor)
Hit Points 297 (11d20+66)
Speed 30 ft
Str 23 (+6) Dex 14 (+2) Con 22 (+6)
Int 3 (-4) Wis 11 (+0) Cha 8 (-1)
Saving Throws CON +11
Condition Immunities bleeding, charmed, distracted, dreamy, exhausted, frightened, paralyzed, petrified, poisoned, weakened, woozy
Damage Immunities bludgeoning, piercing, and slashing from non-magical iron or wood weapons; acid, disease, poison, psychic
Senses darkvision 60 ft, passive Perception 10
Languages Dwarf, Jǫtunn
Challenge 14 (11,500 XP)
Acid Absorption. Whenever the clay flárjǫtunn is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Immutable Form. The clay flárjǫtunn is immune to any spell or effect that would alter its form.
Magic Resistance. The clay flárjǫtunn rolls with advantage on saving throws against spells and other magical effects.
Magic Weapons. The clay flárjǫtunn’s weapon attacks are magical.
ACTIONS
Multiattack. The clay flárjǫtunn makes two melee attacks each turn.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 19 (2d12+6) hit points bludgeoning damage, plus the target must make a DC 15 DEX saving throw or be flung 10 feet in the air and land prone, taking 4 (1d6) points of bludgeoning damage.
Stomp. The clay flárjǫtunn stamps down on a creature with one of its feet. Melee Weapon Attack: +11 to hit, reach 5 feet, one prone target. Hit: 26 (3d12+6) bludgeoning damage.
Groundstrike (recharge 5-6). The clay flárjǫtunn slams both its fists into the ground, creating a miniature shock wave. All creatures within 20 feet of the clay flárjǫtunn must make a DC 15 DEX saving throw or be knocked off their feet and left prone.
MOTIVES
Obey orders.
ALLIES
The clay flárjǫtnar usually appear either solo, in the company of one other of its kind, or with a host of the other minions of its owner.
Iron Flárjǫtunn
ᛃᚨᚱᚾ ᚠᛚᚨᛃᛟᛏᚢᚾᚾ
The iron flárjǫtnar are rare and expensive, as an iron flárjǫtunn is made entirely of dwarf iron. The jǫtnar do not waste the iron flárjǫtnar on combat against the gods—historically the jǫtnar have almost always lost their battles with the gods, and the jǫtnar do not wish to foolishly lose the handful of iron flárjǫtnar they have had built for them. Instead, the jǫtnar use the iron flárjǫtnar for mining and other heavy labor, for combat against the jǫtnar’s other enemies, and for special missions on worlds other than Jǫtunnheimr, including Miðgarðr.
Unlike the other flárjǫtnar, the iron flárjǫtnar are intelligent and sentient, and are best thought of as the jǫtnar’s thralls rather than as their machines. They are man-sized but are obviously made completely of iron and have unmoving facial expressions. They look like shrunken jǫtnar rather than humans wrought of iron, however.
Medium construct, orderly
Armor Class 22 (natural armor)
Hit Points 200 (21d8+105)
Speed 30 ft
Str 24 (+7) Dex 10 (+0) Con 20 (+5)
Int 10 (+0) Wis 10 (+0) Cha 10 (+0)
Saving Throws STR +12, CON +10
Skills Perception +5
Condition Immunities bleeding, charmed, dreamy, distracted, exhaustion, frightened, paralyzed, petrified, poisoned, weakened, woozy
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks and +1 and +2 weapons; fire, disease, poison, psychic
Senses darkvision 120 ft, passive Perception 15
Languages Dwarf, Jǫtunn
Challenge 16 (15,000 XP)
Fire Absorption. Whenever an iron flárjǫtunn is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. An iron flárjǫtunn is immune to any spell or effect that would alter its form.
Magic Resistance. An iron flárjǫtunn rolls with advantage on saving throws against spells and other magical effects.
Magic Weapons. An iron flárjǫtunn’s weapon attacks are magical.
ACTIONS
Multiattack. The iron flárjǫtunn makes two melee attacks each turn.
Slam. Melee Weapon Attack. +12 to hit, reach 5 ft, one target. Hit: 21 (3d8+7) hit points bludgeoning damage.
+2 War Hammer of Force. Melee Weapon Attack: +14 to hit, reach 5 ft, one target. Hit: 14 (1d8+9) hit points force damage, and the target must make a DC 20 STR saving throw or be knocked backwards 20 feet and land prone, taking 8 (2d6) bludgeoning damage.
Heat Aura (recharge 6). An iron flárjǫtunn vents some of its internal heat in a 15-foot-diameter sphere centered on itself. Each creature in that area must make a DC 19 CON saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
MOTIVES
The iron flárjǫtunn reluctantly carries out the orders of those jǫtnar who are its masters.
ALLIES
The iron flárjǫtnar usually work alone—jǫtnar and their thralls rarely have allies—but in the rare cases they are in a group they are encountered with other thralls of their master.
Sand Flárjǫtunn
ᛋᚨᚾᛞᚱ ᚠᛚᚨᛃᛟᛏᚢᚾᚾ
The rarest of the flárjǫtnar, the sand flárjǫtnar were created at the request of a group of greater jǫtnar who thought that a flárjǫtunn with a body of sand rather than clay or iron might prove to be an insurmountable challenge for the Æsir, particularly Thor. The jǫtnar were mistaken. Now the sand flárjǫtnar are reduced to patrolling the beaches of Jǫtunnheimr against invasions from the sea.
The sand flárjǫtunn is a massive, semi-connected pile of sand the size and shape of a flesh-and-blood jǫtunn.
Gargantuan construct, orderly
Armor Class 14 (natural armor)
Hit Points 248 (15d20+90)
Speed 30 ft
Str 23 (+6) Dex 14 (+2) Con 22 (+6)
Int 3 (-4) Wis 11 (+0) Cha 8 (-1)
Saving Throws STR +10, CON +11
Skills Perception +5
Condition Immunities bleeding, charmed, distracted, dreamy, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, weakened, woozy
Damage Immunities disease, poison, psychic
Damage Resistances bludgeoning, piercing, and slashing
Senses darkvision 60 ft, tremorsense 60 ft, passive Perception 15
Languages Dwarf, Jǫtunn
Challenge 15 (13,000 XP)
Immutable Form. The sand flárjǫtunn is immune to any spell or effect that would alter its form.
Magic Resistance. The sand flárjǫtunn rolls with advantage on saving throws against spells and other magical effects.
Magic Weapons. The sand flárjǫtunn’s weapon attacks are magical.
ACTIONS
Multiattack. The sand flárjǫtunn makes two slam attacks each turn.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 27 (3d12+7) hit points bludgeoning damage.
Roar (recharge 5-6). The sand flárjǫtunn emits an unearthly, terrifying roar that is heard and felt by everyone in a 45-foot-radius sphere around the flárjǫtunn. Each creature in that area must succeed on a DC 18 CHA saving throw or gain the paralyzed condition for one minute (save ends).
An affected creature can make another saving throw at the end of each of their turns to end the effect.
Sandblast (recharge 5-6). The sand flárjǫtunn projects a part of its body in a 60-foot cone. Each creature in that area must succeed on a DC 19 CON saving throw or take 39 (6d12) slashing damage; on a success the creature takes half damage.
MOTIVES
Obey orders.
ALLIES
The sand flárjǫtnar’s allies are dwarfs and other jǫtnar.