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Thrym, king of Jotunheim

Thrym is a frost giant in Norse mythology who stole Thor’s hammer, Mjolnir.

Thrym
Midjourney
  • Pantheon: Norse mythology
  • Title: Frost giant and king of Jotunheim
  • Symbol: Notable symbols include ice, snow, and frost
  • Home Plane: Jotunheim, a frozen and mountainous realm within the Nine Worlds
  • Level: Demigod
  • Alignment: Chaotic Evil
  • Aliases: Thrymr, Thrymheim, King of the Jotuns
  • Superior: None
  • Traditional Allies: Other frost giants, Loki
  • Traditional Foes: The gods of Asgard, especially Thor
  • Divine Artifact: None
  • Known Servants: Frost giants, ice giants, and other creatures of the cold
  • Servitor Creatures: Giants, winter wolves, ice golems, and other monsters of the cold
  • Sacred Animal: None
  • Manifestations: Often appears as a giant with icy blue skin and long white hair, wearing furs and carrying a giant weapon or wand of ice
  • Portfolio: Winter, frost, cold, and storms
  • Domains: Tempest, War, Trickery
  • Favored Weapon: Greataxe made of ice
  • Favored Class: Barbarian
  • Favored Race: Frost Giants
  • Gender: Male
  • Abode/Base of Operations: Thrymheim, a great fortress in the mountains of Jotunheim
  • Affiliation(s): The frost giant clans of Jotunheim, the chaotic forces of winter
  • Significant Others: None known

Thrym is a giant king of Jotunheim, renowned for his power, cunning, and ferocity in battle. Standing at over 25 feet tall, he is a formidable figure with broad shoulders, rippling muscles, and a fierce, angular face. His hair is white and unkempt, falling in tangled waves around his broad chest, and his beard is thick and wild, reaching down to his waist. Thrym’s eyes are a piercing blue, and seem to glimmer with an inner fire, lending him an aura of power and authority. His skin is ashen gray, and covered in a network of scars and tattoos, each marking a hard-fought victory or great feat of strength.

Thrym is a god of winter and ice, revered by the giants and worshipped by many of the northern peoples. He is a proud and ruthless warrior, eager to prove his strength and might against all challengers, mortal or divine. Thrym is also known for his cunning and wit, and is considered a master of strategy and tactics, able to outthink even the most skilled opponents.

As a god, Thrym seeks to increase his own power and influence, both by winning glory on the battlefield and by forging alliances with other deities who share his interests. Ultimately, his goal is to establish himself as the supreme ruler of all the northern lands, and to bring the world under his dominion.

Thrym’s power and influence are felt throughout the frozen wastes of Jotunheim, where he holds court in his great fortress of Utgard. From there, he commands vast armies of frost giants and winter creatures, and plots his next move in the ongoing struggle for supremacy among the gods. Thrym is feared and respected by all who know him, mortal and divine alike, and his name is spoken in whispers by those who would challenge his authority. Yet despite his fearsome reputation, Thrym is also known for his sense of honor and fair play, and will never break his word once given. As a god of both strength and wisdom, he is a force to be reckoned with, and one who commands the respect of all who serve him.

Used with permissiom from PAOLO

As seen in PAOLO’s thread at Dicefreaks

Thrym
Barbarian 21/Master of Hoarfrost 10/fighter 20
Large outsider (Cold, Chaotic, Evil, Extraplanar)
Divine  Rank14
Hit Dice14d8 (outsider) plus 21d12 (barbarian) plus 10d10 (Disciple of Thrym) plus 20d10 (fighter) plus 1105 (1769 hp)
Initiative+15 (+7 Dexterity, +8 Superior Initiative * always goes first)
Speed90 ft.
Armor
Class
82 (-1 size, +29 natural, +14 divine, +7 Dexterity, +13 deflection +10 chain mail), touch 53, flat-footed 82
Base
Attack/Grapple
+34/+66
Attack+83 Aesir’s Doom or 2 slams +70 or +58 rock or +70 melee touch or +56 ranged touch
Full AttackAesir’s Doom +83/+78/+73/+68 (4d6 +3d6 (cold) plus 3d6 (unholy) plus 1 negative level (Fort DC 23) plus +61 plus +1 (vile)/19-20/x3 plus 2d6 (overwhelming critical) plus 9d6 (cold) plus 9d6 (unholy) plus +3 (vile) plus 3 negative levels (Fort DC 23) and Fort save DC 66 or die) or 2 slams +70 (1d4 plus +23) or rock +58 (2d6 plus +27/19-20/x2)
or +70 melee touch or +56 ranged touch
Space/Reach10 ft./10 ft.
Special AttacksAgonizing strike 2/day, dispel fire, frost Greataxe, icy Greataxe, rock throwing, salient divine abilities, spell-like abilities, spells, rebuke fire creatures/command cold creatures 16/day.
Special Qualitiesdetect fire, divine aura (1400 feet, DC 38), divine immunities, DR 25/epic and mithral and DR 7/-, fire vulnerability, godly realm (10 miles outer plane, 1400 ft. Material Plane), greater teleport at will, plane shift at will, powerful grip, protection of winter, remote communication, resistance (sonic) 19, speak, and read all languages and speak directly to all beings with 14 miles, SR 79, trap sense +7
SavesFort +68, Ref +49, Will +55
AbilitiesStrength 57, Dexterity 24, Constitution 44, Intelligence 30, Wisdom 34, Charisma 36
SkillsClimb +105, Concentration +57, Craft (armorsmithing, weaponsmithing) +87, Handle Animal +57, Intimidate +95, Knowledge (local-Ysgard) +56, Knowledge (nature) +68, Knowledge (the planes) +54, Knowledge (religion) +74, Jump +105, Listen +37, Ride (Dexterity)+25, Search +56, Sense Motive +46, Spot +58, Survival +94 (+96 aboveground, +98 extraplanar, find/follow tracks)
FeatsCleave, Combat Reflexes, Deflect Arrows, Far shot, Great Cleave, Greater Weapon Focus (Greataxe), Greater Weapon Focus (rock), greater weapon specialization (Greataxe), greater weapon specialization (rock), Icy Calling, Improved Bull Rush, Improved Critical (Greataxe), Improved Critical (rock), Improved Initiative, Improved Grapple, Improved Overrun, Improved Sunder, Point Blank Shot, Power Attack, Snowcasting, Track, Weapon Focus (Greataxe), Weapon Focus (rock), Weapon Specialization (Greataxe), Weapon Specialization (rock)
Epic
Feats
Chaotic Rage, Devastating Critical (Greataxe), Dire Charge, Epic Prowess, Overwhelming Critical (Greataxe), Ruinous Rage, Spellcasting Harrier, Superior Initiative, Wield Oversized Weapon (Greataxe)
Salient
Divine Abilities:
Annihilating Strike (Fort save DC 47 or die), Battlesense, Bonus Domain (War), Call Creatures (frost giants), Divine Blessing (Strength), Divine Rage (14/day, +10 Strength, +10 Constitution, +5 Will, +10 resistances), Divine Shield (140 damage, 20/day), Divine Weapon Focus (Greataxe), Divine Weapon Specialization (Greataxe), Divine Storm, Energy Burst (+14d8 cold damage, 140 feet), Frightful Presence (raise axe), Irresistible Blows (Fort save DC 41), Jotun’s Wrath (Unique Salient Divine Ability), Power of Nature, Sunder and Disjoin (Ref save DC 32), Supreme Initiative
EnvironmentJotunheim
OrganizationBand (Thrym and 4-6 Frost Giant barbarians)
Challenge Rating65
TreasureAesir’s Doom, +10 chain mail
AlignmentChaotic Evil
Advancement
Level
Adjustment
Mountains Snow Ice Digital Art  - StefWithAnF / Pixabay, Thrym
StefWithAnF / Pixabay

Alter Reality (Su): Thrym exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifests in a number of ways.

Thrym can use wish when doing so could help him to create the cold of the impending fimbulwinter, triumph over the Aesir, or strengthen his control over the frost giants. Note that in the situation where Thrym and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

– Thrym can use Alter Reality to cast any inflict spell at will as a standard action; Thrym can apply metamagic feats to the spells if desired, but doing so requires him to forego using Alter Reality for 1 round for each level the feat would normally add to the equivalent spell.

– As a free action, Thrym can assume any size from Fine to Colossal. Thrym can also change the size of up to 100 pounds of objects she touches. This ability allows Thrym to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on Thrym’s combat ability. Thrym’s Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. Thrym’s Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all of Thrym’s characteristics.

– Divine Immunities: Ability damage, ability drain, banishment, binding, cold, death effects, dimensional anchor, disease, disintegration, dismissal, electricity, energy drain, fire, imprisonment, mind-affecting effects, Paralysis, poison, repulsion, sleep, soul bind, stunning, Temporal Stasis, transmutation, Trap the soul, and turning and rebuking.

Domain Powers: Casts chaotic and evil spells at +1 caster level; turns fire creatures/rebukes cold creatures 16/day; may smite 1/day with +4 to the attack roll and +7 damage; Weapon Focus (Greataxe) as a free feat.

Spell-like abilities (Sp): At will: animate objects, blade barrier, blasphemy, chaos hammer, chill metal, chill strike (as flame strike, but with cold), chill touch, cloak of chaos, cone of cold, contagion, control weather, create undead, desecrate, disintegrate, dispel good, dispel law, divine power, Earthquake, harm, ice storm, Implosion, inflict critical wounds, inflict light wounds, inflict light wounds (mass), magic circle against good, magic circle against law, magic vestment, magic weapon, Obedient Avalanche, polar ray, power word (blind), power word (kill), power word (stun), protection from good, protection from law, shatter, sleet storm, Spiritual Weapon, summon monster IX (chaotic and evil spell only), unholy aura, unholy blight, wall of ice, word of chaos.

Thrym casts his spells at 79th level, with the exceptions of chaotic and evil spells, which he casts at 80th level. Saving throws against Thrym’s spell-like abilities are DC 47 + spell level. The saving throw DC’s are Charisma-based.

Possessions: Thrym always carries Aesir’s Doom, a +7 gargantuan icy burst, unholy power cold iron Greataxe. Thrym’s +10 chain mail (sized proportionately for him) also has only a 10% chance of spell failure.

Other Divine Powers:

– As an intermediate deity, Thrym may take 10 on any check. Thrym treats a 1 on an attack roll or saving throw normally and not as an automatic failure. Thrym is immortal, and risks permanent destruction only if he is slain in Jotunheim and only if the attacker succeeds on a rank check. Otherwise, Thrym reforms within Jotunheim after 65 years. If Thrym is slain upon a world in which he is venerated, he is banished from that world and loses jurisdiction in said world. Thrym may attempt to exert influence on that sphere again after 65 years if sufficient worship is available or a suitable ritual is performed.

– Senses: Thrym can see (using normal vision or Darkvision), hear, touch, and smell at a distance of 14 miles. As a standard action, he can perceive anything within 14 miles of his worshippers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend her senses to up to five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.

– Portfolio Sense: Thrym senses any event involving frost giants or disasters involving cold up to 14 weeks in the past.

– Automatic Actions: Thrym may perform 10 free actions with a maximal DC of 25 which create cold, spread destruction, or are related to frost giants.

– Create Magic Items: Thrym can create any simple or martial magic weapons and nonwritten items that creates cold, are destructive in nature, or are used by frost giants as long as the item’s market price does not exceed 200,000 gp.

Jotun’s Wrath (Unique Salient Divine Ability): Untold millenia of cold rage and longing for Ragnarok have empowered Thrym. As a result, whenever one of the Aesir enters his sensory range, he recieves a +14 bonus to his attack and damage rolls as long as they are present.

Rock Throwing: Thrym may throw rocks with a range increment of 240 feet.

Detect Fire (Sp): Thrym detects fire as a 10th level cleric.

Protection of Winter (Su): In cold areas, (temperature at or below 40 F), Thrym gains a +1 sacred bonus on all saving throws and a +1 bonus to Armor Class. In areas of extreme cold (below –20 F), the sacred bonus is increased to +2 on all saves and AC.

Resistance to Fire (Ex): Thrym has fire resistance 10.

Powerful Grip (Ex): Thrym gains a damage bonus of +11 when he attacks with a Greataxe. This has been included in the statistics above.

Frost Greataxe (Sp): As a move action, Thrym can cause a Greataxe to be sheathed in a layer of intense cold, granting the axe the frost special ability (+1d6 points of cold damage on a successful strike). If he lets go of the axe, the frost dissipates immediately; otherwise it lasts for 10 rounds.

Agonizing Strike (Su): Twice a day, Thrym can focus all the anger and hatred in his frozen heart into a powerful blow. He makes a normal melee attack; if he hits he deals +5d6 cold damage. If the attack misses, the agonizing strike is still used up for the day.

Dispel Fire (Sp): Thrym can dispel fire as a 10th level cleric 14/day.

Icy Greataxe (Sp): Thrym can cause a Greataxe he wields to become sheathed in a layer of intense cold, granting it the icy burst special ability (1d6 points of cold damage on a successful strike, plus an extra 2d10 points of cold damage on a successful critical). If he lets go of the axe, the frost dissipates immediately; otherwise it lasts for 10 rounds.

Disciple of Thrym Spells (Sp) (1st-5th level): 7/7/6/6/4. Thrym casts his Disciple of Thrym spells at 10th level and at 24th level for the purposes of Spell Penetration. Saving throws against Thrym’s spells is DC 22 + spell level. The saving throws are Wisdom-based.

Fast Movement (Ex): Thrym is 10 feet faster than normal.

Improved uncanny dodge (Ex): Thrym retains his Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker, and only loses it if immobilized. Thrym cannot be flanked.

Rage (Ex): The following changes are in effect as long as Thrym rages: HP 2094; AC 78; Atk Aesir’s Doom +88/+83/+78/+73/+68 (4d6 plus +2d6 (chaotic) plus +3d6 (cold) plus 3d6 (unholy) plus 1 negative level (Fort DC 23) plus +1 (vile) plus +66/19-20/x3 plus 2d6 (Overwhelming Critical) plus +3 (vile) plus 9d6 (cold) plus 9d6 (unholy) plus 3 negative levels (Fort DC 23) and Fort save DC 71 or die) or 2 slams +75 (1d4 plus +2d6 (chaotic) plus +28) or rock +58 (2d6 plus +2d6 (chaotic) plus +32/19-20/x2) or melee touch +75 or ranged touch +56; Grapple +87; resistance (sonic) 29; SR 89; SV Fort +86, Will +73; Strength 67, Constitution 55; Climb +48, Jump +68. Thrym’s rages last for an hour and he may enter rage 14 times a day.

Avatars:

– The typical avatar of Thrym appears as he does, except that Thrym will typically increase his size by one category when he wants to Intimidate wherever he is sending the Avatar…which is practically all of the time.

Thrym’s  Avatar
Barbarian 12/Disciple of Thrym 3/fighter 12
Large outsider (Chaotic, Extraplanar, Evil)
Divine Rank0
Hit Dice14d8 (outsider) plus 9d12 (barbarian) plus 3d10 (Disciple of Thrym) plus 9d10 (fighter) plus 560 (900 hp)
Initiative+15 (+7 Dexterity, +8 Superior Initiative)
Speed110 ft.
Armor
Class
51 (-1 size, +15 natural, +7 Dexterity, +10 deflection +10 chain mail), touch 26, flat-footed 51
BaseAttack/Grapple+27/+48
Attack+52 melee Aesir’s Doom or slam +43 or rock +33 ranged or +43 melee touch or +33 ranged touch
Full Attack+52/+47/+42/+37 melee Aesir’s Doom (4d6 plus +3d6 (cold) plus +3d6 (unholy) plus 1 negative level (Fort DC 23) plus +1 (vile) plus +28/19-20/x3 plus +3 (vile) plus 9d6 (cold) plus 9d6 (unholy) plus 3 negative levels (Fort DC 23)) or 2 slams +43 (1d4 plus +17) or rock +33 ranged (2d6 plus +17) or +43 melee touch or +33 ranged touch
Space/Reach10 ft./10 ft.
Special Attacksdomain powers, rage 3/day, rebuke fire creatures/command cold creatures 13/day, rock throwing, salient divine abilities, spell-like abilities, spells.
Special Qualitiesdetect fire, divine aura (1400 ft., Will DC 20), divine immunities, DR 10/epic and DR 1/-, fast movement, fire vulnerability, greater teleport at will, improved uncanny dodge, indomitable will, plane shift at will, resistance
(sonic) 5, SR 35, trap sense +4, uncanny dodge
SavesFort +36 Ref +21 Will +21
AbilitiesStrength 45, Dexterity 24, Constitution 43, Intelligence 27, Wisdom 32, Charisma 31
SkillsClimb +42, Concentration +36, Craft (weaponsmithing, armorsmithing) +46, Handle Animal +33, Intimidate +48, Jump +55, Knowledge (local-Ysgard) +23, Knowledge (nature) +24, Knowledge (the planes) +33, Knowledge (religion) +38, Listen +34, Ride +9, Search +34, Speak Language (Abyssal, Draconic, Giant), Sense Motive +26, Spot +36, Survival +49 (+51 aboveground, +53 extraplanar, find/follow tracks)
FeatsCleave, Combat Reflexes, Far shot, Great Cleave, Greater Weapon Focus (Greataxe), greater weapon specialization (Greataxe), Improved Bull Rush, Improved Critical (Greataxe), Improved Initiative, Improved Overrun, Improved Sunder, Point Blank Shot, Power Attack, Track, Vile Martial Strike (Greataxe), Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Epic FeatsEpic Prowess, Superior Initiative, Wield Oversized Weapon (Greataxe)
Challenge Rating30
TreasureAesir’s Doom

-Divine Immunities: Ability damage, ability drain, mind-affecting effects.

-Domain Powers: Casts chaotic and evil spells at +1 caster level; turns fire creatures/rebukes cold creatures 13/day; may smite 1/day with +4 to the attack roll and +7 damage; Weapon Focus (Greataxe) as a free feat.

– Salient Divine Abilities: Bonus Domain (War), Power of Nature

Spell-like abilities: 3/day: animate objects, Blade Barrier, blasphemy, chaos hammer, chill metal, chill strike (as flame strike, but with cold), chill touch, cloak of chaos, cone of cold, contagion, control weather, create undead, desecrate, disintegrate, Dispel Good, Dispel Law, divine power, Earthquake, harm, ice storm, Implosion, inflict critical wounds, inflict light wounds, inflict light wounds (mass), magic circle against good, magic circle against law, magic vestment, magic weapon, Obedient Avalanche, polar ray, power word (blind), power word (kill), power word (stun), protection from good, protection from law, shatter, sleet storm, Spiritual Weapon, summon monster IX (chaotic and evil spell only), unholy aura, unholy blight, wall of ice, word of chaos.

Cast at 35th level, except for chaotic and evil spells, which are cast at 36th level. Saving throws are DC 10 + spell level. The saving throws are Charisma-based.

Rock Throwing: Thrym’s Avatar may throw rocks with a range increment of 240 feet.

Detect Fire (Sp): Thrym’s Avatar detects fire as a 3rd level cleric.

Protection of Winter (Su): In cold areas, (temperature at or below 40 F), Thrym’s Avatar gains a +1 sacred bonus on all saving throws and a +1 bonus to Armor Class. In areas of extreme cold (below –20 F), the sacred bonus is increased to +2 on all saves and AC.

Resistance to Fire (Ex): Thrym’s Avatar has fire resistance 5.

Powerful Grip (Ex): Thrym’s Avatar gains a damage bonus of +8 when he attacks with a Greataxe. This has been included in the statistics above.

Disciple of Thrym’s Avatar Spells (Sp) (1st-2nd level): 5/4. Saving throws against Thrym’s Avatar’s spells is DC 21 + spell level. The saving throws are Wisdom-based.

Fast Movement (Ex): Thrym’s Avatar is 10 feet faster than normal.

Improved uncanny dodge (Ex): Thrym’s Avatar retains his Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker, and only loses it if immobilized. Thrym’s Avatar cannot be flanked.

Rage (Ex): The following changes are in effect as long as Thrym’s Avatar rages: HP 970; AC 49; Atk +54/+49/+44/+39 melee Aesir’s Doom (4d6 plus +3d6 (cold) plus +3d6 (unholy) plus 1 negative level (Fort DC 23) plus +1 (vile) plus +30/19-20/x3 plus +3 (vile) plus 9d6 (cold) plus 9d6 (unholy) plus 3 negative levels (Fort DC 23)) or 2 slams +47 (1d4 plus +19) or rock +33 ranged (2d6 plus +19) or +45 melee touch; Grapple +52; SV Fort +38, Will +23; Strength 49, Constitution 47; Climb +46, Jump +57. Thrym’s Avatar’s rages last for 21 rounds and he may enter rage 3 times a day.

Currently in the World

Thrym, the giant king of Jotunheim, towers over his fellow giants with a ferocious demeanor that exudes power and authority. From the moment of his creation, he was driven by a desire to assert his dominance over all those who would challenge him.

In the early days of the world, Thrym spent his time battling with the Aesir, determined to prove that the giants were the true masters of the realm. His strength and cunning allowed him to hold his own against the gods, and he quickly gained a reputation as one of the most fearsome foes in all of creation.

Despite his many victories, Thrym’s ultimate goal remained elusive. He yearned for a power that would allow him to subjugate the gods once and for all, and he searched tirelessly for any means of achieving it.

As the centuries passed, Thrym’s obsession only grew stronger. He began to delve deeper into the secrets of magic, seeking any knowledge or artifact that might give him the edge he needed. His quest led him into dangerous alliances with dark forces, and he became increasingly ruthless and unpredictable in his pursuit of power.

Now, in the year 1450, Thrym’s plans have finally begun to bear fruit. He has gathered a vast army of giants and other monstrous creatures, and he stands on the brink of launching a massive assault on the realms of the gods. His ultimate goal remains the same: to seize control of the cosmos and bend it to his will.

Despite his terrifying power, Thrym is not without his weaknesses. His arrogance and pride often blind him to the consequences of his actions, and his hunger for power has driven away many potential allies. He is also vulnerable to betrayal from within his own ranks, as his underlings jockey for position in the coming war.

Yet for all his flaws, Thrym remains a force to be reckoned with. His cunning and strength are matched only by his ambition, and he will stop at nothing to achieve his goals. The gods had best be on their guard, for Thrym is coming, and he will stop at nothing to claim his rightful place as the ruler of all creation.

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