Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf.
Forge Masters. Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item.
Enormous Appetites. When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables.
Hearth Rune Priestesses. Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property.
Thursir stand nine feet tall and weigh 600 lb.
Large giant, neutral evil (50%) or lawful evil (50%)
Armor Class 13 (chain shirt)
Hit Points 114 (12d10 + 48)
Speed 40 ft.
|19 (+4)||10 (+0)||18 (+4)||13 (+1)||15 (+2)||11 (+0)|
Saving Throws Con +6
Skills Athletics +6, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarven, Giant
Challenge 3 (700 XP)
Cast Iron Stomach. The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair.
Multiattack. The giant makes two warhammer attacks.
Warhammer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Runic Blood (3/day). Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can’t take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first.