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Kratos - The God Slayer's Compendium

T
his compendium is an attempt to make you
feel your characters more SPARTAN and Version 3.1
GOD SLAYER! Sorry for the caps, but the Last update of this
last God of War really inspired me with an
amazing setting and contents. This game by Changelog here. document on 24/07/19.
Santa Monica Studios is far too cool. Special th
Of course, I had to create some homebrew stuff, so here Full Mettle,anKkirsktoHall my Patrons, especially Jo
we are. and my top tier Zac., Anthony L., Tiriell, Luke seph T.E.,
important and vita h H. and Stephanie M. fo J.
l support. r their

Credit Contents
Designed by Daniele Vecchio (/u/irondany90 or
dvlab.dev@gmail.com). Character Options .........................................................3
Photoshop by Daniele Vecchio. Sub-Classes ................................................................................3
Writing: the dedicated people of God of War Wikia and Weapons ......................................................................................5
myself. Bestiary .....................................................................................6
Santa Monica Studios for the awesome original Ancients .......................................................................................6
videogame, brand and art. Fire Ancient ............................................................................ 8
GMbinder.com for the web tool. Draugr ......................................................................................... 9
Art credit: Fire Nightmare .................................................................... 10
All art owned by Santa Monica Studios and its artists. Gloom Nightmare ................................................................10
Cover image: alphacoders.com Nightmare Parasite .............................................................10
Logo God of War: hwupgrade.it Nightmares ...............................................................................11
Page2: alphacoders.com Fire Nightmare .................................................................... 11
Kratos: God of War Wikia Gloom Nightmare ................................................................12
Ancients: Yefim Kligerman Nightmare Parasite .............................................................12
Draugar: Dela Longfish and Raf Grassetti Valkyries ....................................................................................13
Nightmares: Stephen Oakley Gunnr .....................................................................................14
Valkyries: playstation.com Olrun ......................................................................................15
Geirdriful ...............................................................................16
Gondul ...................................................................................17

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KRATOS - GSC | INTRODUCTION &


CREDIT
2
Character Options

I
n this section you will find some sub-classes In addition, you can use your Guardian Shield to inflict
inspired by Kratos and Atreus, paying close damage to enemies. You can use your action to hit enemies
attention to their ability on wielding legendary around with a concussive blast. Each creature in a 10-feet-
weapons and using runic powers as support in cone must make a Constitution saving throw, taking 2d6
combat. thunder damage on a failed save, or half as much on a
successful one.
If you have the Shield Mastery feat, you can use the
shoving move as part of this action, treating those
Sub-Classes creatures who failed the save as if you win the contest
The best way to follow the Kratos's steps is by choosing an against them.
ispiring and epic Barbarian sub-class: the Path of the God Spartan Rage
Slayer allows you to brandish epic and unique weapons
and great moves in order to kill your divine enemies! At 10th level, your rage becomes extraordinarily violent.
For one turn, you can sheathe your weapons and attack
Barbarian: Path of the God Slayer with your fists dealing massive damage to enemies. You
can use your action to make up to 4 attacks (max 2 against
Some barbarians' fate is touched and strongly linked with the same target) and each fist deals 1d10 + you Strenght
gods and powerful entities. Their training maximizes the modifier + double the rage damage.
skills with exotic and unique weapons such as Leviathan You are considered proficient with unarmed attacks
and Blades of Chaos. when you use this feature, and you can use this ability only
God Slayers are typically chosen by gods, used as loyal once per rage.
soldiers and then betrayed for some reasons, often due to
their fickleness.
Path of the God Slayer Features
Barbarian
Level Feature
1st God Slayer's Gear
3rd Weapon Bond
6th Guardian Shield Mastery
10th Spartan Rage
14th Runic Blessing

God Slayer's Gear


At 1st level, you gain proficiency with Leviathan, Blades of
Chaos and the Guardian Shield. These are unique weapons
and are gifts from a god.
Weapon Bond
Starting at 3rd level, you choose one of your unique
weapons and gain special moves with it.
Blades of Chaos. You become more lethal with your
Blades of Chaos. Once per turn, when you hit with your
Blades, you can immediately make an additional attack
against the same target.
Leviathan. You gain the ability to throw and recall the
Leviathan. After you have thrown the Leviathan, you can
recall it to your hands as bonus action. You can use this
feature even during your action, in case you can do more
than one attack in one turn, i.e. as a 5th level barbarian you
can make a ranged attack throwing the axe, recall it and do
the second attack.
Guardian Shield Mastery
At 6th level, you improve your defensive techniques while
wielding the Guardian Shield. When an attack roll is made
against you, you can use your reaction to gain a +5 bonus to
AC against that attack, after seeing the roll but before
knowing whether it hits or misses.

KRATOS - GSC | CHARACTER OPTIONS


3
Runic Blessing
Starting at 14th level, your link with your weapons is strong
enough to imbue them with extraordinary runic powers.
You gain the Weapon Bond feature for the weapon you had
not chosen. Moreover, you gain one of the following runic
powers of your choice.
If your runic power's effect require a saving throw, the
DC equals 8 + your proficiency bonus + your Constitution
modifier.
Hyperion Slam (Blades of Chaos). A massive slam
attack that causes a destructive explosion. Each creature
within 20 feet of you must make a Dexterity saving throw,
taking 4d6 fire damage on a failed save or half as much on
a successful one.
Mists of Helheim (Leviathan). You create a lingering
20-feet-radius area of small hazards that inflicts cold
damage to all enemies inside. Each creature that starts its
turn in that area must make a Constitution saving throw,
taking 2d6 cold damage on a failed save. The hazards lasts
for 1 minute.
You can use each of these features twice, than you must
finish a short or a long rest before you can use it again.
More Runic Powers are coming...

KRATOS - GSC | CHARACTER OPTIONS


4
Weapons
Here you have the two
legendary weapons wielded by
Kratos in his Norse adventure:
Leviathan and Blades of Chaos,
in combination with the
Guardian Shield, a unique and useful
retractable shield.
Blades of Chaos
The Blades of Chaos were forged at the darkest depths of
the Underworld by Ares himself. They were imbued with
fire, which allowed them to ignite with every attack that the
user performed. The Blades' chains would stretch out for a
set distance with each attack, which allowed fluid
movement no matter who wielded them.
The Blades have slots for Runic Attacks placed in.

God Slayer's Equipment


Name Damage Weight Properties
Blades of Chaos 1d6 slashing + 1d6 fire 3 lb. Finesse, two-handed
Leviathan 1d8 slashing + 1d6 cold 4 lb. Thrown (range 20/60), versatile (1d10)

Name Armor Class (AC) Strenght Stealth Weight


Guardian Shield +2 - - 6 lb.

Guardian Shield Leviathan


The Guardian Shield is a retractable shield present inside It was forged by the Huldra Brothers, Sindri and Brok, who
a gauntlet on the left arm. It is used to parry and block also forged Thor's hammer, Mjölnir, after feeling
enemy attacks and can also be used offensively in responsible for the destruction brought about by Thor. As a
combination with the Blades of Chaos and fists. weapon made to oppose the power of Mjolnir and inspired
You benefit from bonus of this shield even if you're by the epic size of Jörmungandr, Brok suggests the axe be
wielding a two-handed weapon, without drawbacks. named Leviathan.
The axe has several runes inscribed on the blade that
grants it different powers, among them the use of ice, and
the ability to summon the weapon from any distance. It
also has slots for Runic Attacks placed in.

KRATOS - GSC | CHARACTER OPTIONS


5
Bestiary

T
his section includes most of the monsters Their bodies are composed entirely of rock and their
and foes that Kratos and Atreus meet in respective element, consisting solely of a torso, a head, and
their journey around norse world. This limbs connected by a heart, lacking any sensory organs and
awesome game by Santa Monica Studios having no mouth, thus are uncapable of speech.
provides a decent variety of enemies that Regardless, they appear to be sentient creatures since they
could be easily included in your D&D are aware of their surroundings and can engage in combat.
adventures. It seems Ancients usually hibernate for centuries,
awakening only when they are disturbed from their
slumber. They also seem to be peaceful creatures, since
they don't attack unless provoked.
Author's Note The Dwarves have a particular interest in the Ancients; a
This section will include the coolest and the renown Dwarf alchemist known as Andvari saw them as
most inspiring monsters you can fight in the potential beasts of burden and thus created a modification
original videogame! process that seemengly domesticated the soul of an
Ancients are very interesting monsters that Ancient, a process that unwillingly created the
can be used as guardians or neutral entities that
roam the world for some reasons.
abominations known as Soul Eaters.
Note that this section shows monsters in
alphabetical order, while you can find other
Powers and Abilities
monster lists here. Being made of rock, the Ancients are sturdy creatures
impervious to any damage, their singular weak spot being
their heart, a heart that seems to be the energy source of
the Ancients.
Ancients The Ancients expose their heart when attacking, firing
energy beams and rock projectiles charged with either ice
Ancients are called such because they have existed since or fire, but if Kratos manages to hit their heart, rocks
the beginning of time, stated to be lingering parts of the fragments will fall off the Ancient, fragments that Kratos
primordial being Ymir. With the exception of the one in can throw back at them to cause them heavy damage.
Alfheim, most Ancients dwell in Midgard, usually hidden in
its landscapes thanks to having bodies of rock.

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Fire Ancient Magic Weapons. The Ancient's weapon attacks are
magical.
Huge, unaligned
Actions
Armor Class 18 (Heart 22) Multiattack. In Defensive Stance, the Ancient makes
Hit Points 271 (18d12 + 144) two slam attacks. In Offensive Stance, it makes three
Speed 30 ft. attacks: two Heat Missiles and one Heat Beam or
Heat Grenades.
STR DEX CON INT WIS CHA Heat Beam (Recharge 5-6; Offensive Stance Only). The
23 (+6) 10 (0) 27 (+8) 9 (-1) 18 (+4) 7 (-2) Ancient covers its chest heating itself up, then opens
arms and fires a beam in a line that is 50 feet long
and 5 feet wide. Each creature in that line must make
Saving Throws Str +11, Con +13, Wis +9 a DC 17 Dexterity saving throw, taking 41 (9d8) fire
Skills Perception +9 damage on a failed save, or half as much on a
Damage Resistances bludgeoning, piercing and successful one.
slashing from nonmagical weapons
Damage Immunities poison Heat Grenades (Recharge 5-6; Offensive Stance Only).
Condition Immunities exhaustion, frightened, The Ancient stands tall and leans back, then it fires
paralyzed, petrified, poisoned heat grenades from its chest. Each creature within 40
Senses blindsight 30 ft., passive Perception 19 feet must make a DC 17 Dexterity saving throw,
Languages none taking 41 (9d8) fire damage on a failed save, or half
Challenge 13 (10000 XP) as much on a successful one.
Heat Missiles (Offensive Stance Only). Ranged Weapon
Change Stance. The Ancient can use a bonus action to Attack: +9 to heat, reach 30 ft., one target. Hit: 23
change stance from Defensive to Offensive or vice (5d8) fire damage.
versa. However, it can change stance before or after
all attack actions. Slam. Melee Weapon Attack: +11 to hit, reach 10ft.,
one target. Hit 17 (2d10 + 6) bludgeoning damage.
Heart. When in Offensive stance, the Ancient's heart
is exposed. It has AC 22, damage dealt to it is Reactions
doubled and has immunity to poison and psychic Heat Blast. When the Ancient is surrounded by three
damage. or more enemies, it slams its arms into the ground,
Immutable form. The Ancient is immune to any spell then heat starts to emit from its chest. Each creature
or effect that would alter its form. within 15 feet of it, must succeed on a DC 21
Strenght saving throw or be pushed up to 15 feet
Magic Resistance. The Ancient has advantage on away and have its speed halved until the start of the
saving throws against spells and other magical Ancient's next turn.
effects.
KRATOS | BESTIARY
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Variant: Frost Ancient
Some Ancients are bound to the ice element
instead of fire. Such Ancients deal cold damage
instead of fire damage with Beam, Grenades,
Missiles and Blast moves.

Variant: Forest Ancient


Forest Ancients can have an action option that
allows them to summon other creatures. A Frost
Ancient has a challenge rating of 14 (11500 XP)
and the following trait:
Summon Woodland Beings (1/day). The Forest
Ancient has a 50 percent chance of summoning
1d2 treants or 1d3 corpse flowers. The
summoned creatures appear in an unoccupied
space withing 60 feet of its summoner, acts as
an ally of its summoner, and can't summon other
creatures. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses
it as an action.

KRATOS - GSC | BESTIARY


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Draugr
Norse mythology
The Draugr, also called draug, dréag, draugar; draugur,
dreygur, or draugen, is an undead creature from Norse
mythology. The Old Norse meanings of the word are
Revenant, undead man, and ghost. Draugr live in their
graves, often guarding treasure buried with them in their
burial mound. They are reanimated corpses - unlike ghosts,
they have a corporeal body with similar, physical abilities as
possessed in life.
One of the best-known draugur is Glámur, who is
defeated by the hero in Grettis saga. After Glámur dies on
Christmas Eve, "people became aware that Glámur was not
resting in peace. He wrought such havoc that some people
fainted at the sight of him, while others went out of their
minds". After a mundane battle, Grettir eventually gets
Glámur on his back. Just before Grettir kills him, Glámur
curses Grettir because "Glámur was endowed with more
evil force than most other ghosts", and thus he was able to
speak and leave Grettir with his curse after his death.
In God of War
Draugar are undead warriors that died in battle but blinded
by anger, refused the call of the Valkyries to Valhalla,
usually due to their desire for revenge. Engaging the
Valkyries in a duel, the warriors are burned by the intensity
of the fight and doomed to forever roam Midgard in rage as
a husk of their previous selves.
They are the most frequent enemies especially they roam
mostly in Midgard and other realms except in Helheim.

KRATOS - GSC | BESTIARY


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Melee Draugr
Medium undead, neutral evil

Armor Class 13 (natural armor)


Hit Points 27 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 15 (+2) 7 (-2) 8 (-1) 5 (-3)

Damage Immunities poison


Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands all languages it spoke in
life but can't speak
Challenge 1/2 (100 XP)

Undead Fortitude. If damage reduces the dread


warrior to 0 hit points, it must make a
Constitution saving throw with a DC of 5+the
damage taken, unless the damage is radiant or
from a critical hit. On a success, the dread warrior
drops to 1 hit point instead.

Actions
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit 14 (1d8 +2) slashing damage.
Explosive Draugr
Medium undead, neutral evil

Armor Class 13 (natural armor)


Hit Points 45 (6d8 + 18)
Speed 30 ft.
Ranged Draugr
Medium undead, neutral evil
STR DEX CON INT WIS CHA
Armor Class 14 (natural armor) 13 (+1) 12 (+1) 16 (+3) 7 (-2) 8 (-1) 5 (-3)
Hit Points 34 (5d8 + 10)
Speed 30 ft. Damage Immunities poison
Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 11
STR DEX CON INT WIS CHA Languages understands all languages it spoke in
10 (+0) 15 (+2) 15 (+2) 7 (-2) 8 (-1) 5 (-3) life but can't speak
Challenge 2 (450 XP)
Damage Immunities poison
Condition Immunities exhausted, poisoned Kamikaze Burst. When the draugr dies or when this
Senses darkvision 60 ft., passive Perception 11 feature is triggered, it explodes in a burst of fire
Languages understands all languages it spoke in and magma. Each creature within 10 feet of it
life but can't speak must make a DC 11 Dexterity saving throw, taking
Challenge 1 (200 XP) 14 (4d6) fire damage on a failed save, or half as
much damage on a successful one. Flammable
Undead Fortitude. If damage reduces the dread objects that aren't being worn or carried in that
warrior to 0 hit points, it must make a area are ignited.
Constitution saving throw with a DC of 5+the Magic Resistance. The draugr has advantage on
damage taken, unless the damage is radiant or saving throws against spells and other magical
from a critical hit. On a success, the dread warrior effects.
drops to 1 hit point instead.
Actions
Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Hurl Flame. Ranged Spell Attack: +4 to hit, range one target. Hit 6 (1d8 +1) bludgeoning damage
90 ft., one target. Hit 7 (2d6) fire damage. plus triggers the Kamikaze Burst.

KRATOS - GSC | BESTIARY


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Nightmares
Nightmares are pest creatures that can float and shoot
magic projectiles, a wide variety of them can be found.
While weak, they can inflict a number of status ailments
depending on their element can apply effects such as fire,
poison, or freeze.
They don't seem to present a big threat to travelers, but
they are annoying creatures which shoot projectiles and
can be accompanied by Revenants, Draugrs, Dark Elves, or
Walkers which can command them to attack people and
make them more strategic in battle.
Some can even possess Draugr and other enemies to
make stronger and regenerate their health unless expelled
out with a strong attack.

Fire Nightmare
Medium aberration, neutral evil

Armor Class 18 (natural armor)


Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Wis +3


Skills Perception +3
Damage Resistances fire
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 13
Languages Undercommon
Challenge 3 (700 XP) Variant: Ice Nightmare
Some Nightmares are bond to ice instead of fire.
Actions Such Nightmares have cold resistance instead of
Multiattack. The Nightmare makes two projectiles fire resistance and the projectile attack is
attacks or two slam attacks. modified as follows:
Projectile. Ranged Weapon Attack: +5 to hit,
Projectile. Ranged Weapon Attack: +5 to hit, range range 30 ft., one target. Hit: 10 (2d6 + 3) fire
30 ft., one target. Hit: 10 (2d6 + 3) fire damage. damage. In addition, if the attack hits, the target
In addition, if the attack hits, the target must must succeed on a DC 13 Constitution saving
succeed on a DC 13 Constitution saving throw. throw. On a failed save, the creature can't use
On a failed save, the creature catches fire and reactions, its speed is halved, and it can't make
takes 7 (2d6) fire damage at the start of each of more than one attack, until the end of the
its turns. The creature ends this damage by using Nightmare's next turn.
its action to douse the fire.
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit 14 (3d6 +3) bludgeoning damage.
Reactions
Uncanny Dodge. The Nightmare halves the damage Variant: Exploding Nightmare
that it takes from an attack that hits it. The Some Nightmares deal great damage when die.
Nightmare must be able to see the attacker. An Exploding Nightmare has challenge rating of
5 (1800 XP) and the following trait:
Death Burst. When the Nightmare dies, it
explodes in a burst of fire. Each creature within
15 feet of it must make a DC 14 Dexterity saving
throw, taking 27 (6d8) fire damage on a failed
save, or half as much damage on a successful
one.

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11
Nightmare Parasite
Medium aberration, neutral evil

Armor Class 17 (natural armor)


Hit Points 91 (14d8 + 28)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


7 (-2) 15 (+2) 14 (+2) 18 (+4) 13 (+1) 11 (+0)

Saving Throws Int +7, Wis +4, Cha +3


Skills Perception +4
Damage Immunities psychic
Condition Immunities charmed, frightened, prone
Senses darkvision 120 ft., passive Perception 14
Languages Deep Speech, Undercommon,
telepathy 600 ft.
Challenge 8 (3900 XP)

Actions
Multiattack. The Nightmare makes two projectiles
attacks.

Gloom Nightmare Possession (Recharge 6). One humanoid that the


Nightmare can see within 5 feet of it must
Medium aberration, neutral evil succeed on a DC 16 Charisma saving throw or be
possessed by the Nightmare; the Nightmare than
Armor Class 19 (natural armor) disappears, and the target is incapacitated and
Hit Points 59 (9d8 + 18) loses control of its body. The Nightmare now
Speed 0 ft., fly 30 ft. (hover) controls the body but doesn't deprive the target
of awareness. The Nightmare can't be targeted by
any attack, spell, or other effect and it retains its
STR DEX CON INT WIS CHA alignment, Intelligence, Wisdom, Charisma, and
immunity to being charmed and frightened. It
7 (-2) 18 (+4) 14 (+2) 14 (+2) 13 (+1) 11 (+0) otherwise uses the possessed target's statistics
and improves them gaining 2 extra hit points per
Saving Throws Int +5, Wis +4 Hit Die it has and gaining 2d6 extra damage to all
Skills Perception +4 its attacks, but doesn't gain access to the target's
Damage Immunities psychic knowledge, class features, or proficiencies.
Condition Immunities prone The possession lasts until the body drops to 0 hit
Senses darkvision 120 ft., passive Perception 14 points, the Nightmare ends it as a bonus action,
Languages Deep Speech, Undercommon or the Nightmare is turned or forced out by an
Challenge 5 (1800 XP) effect like the dispel evil and good spell. When the
possession ends, the Nightmare reappears in an
unoccupied space within 5 feet of the body. The
Actions target is immune to this Nightmare's Possession
Multiattack. The Nightmare makes two projectiles for 24 hours after succeeding on the saving throw
attacks. or after the possession ends.
Projectile. Ranged Weapon Attack: +7 to hit, range Projectile. Ranged Weapon Attack: +5 to hit, range
30 ft., one target. Hit: 13 (2d8 + 4) acid damage. 30 ft., one target. Hit: 11 (2d8 + 2) acid damage.
In addition, if the attack hits, the target must In addition, if the attack hits, the target must
succeed on a DC 14 Constitution saving throw or succeed on a DC 14 Constitution saving throw or
become poisoned for 1 minute. become poisoned for 1 minute.
Blinding Burst. Melee Weapon Attack: +7 to hit, Reactions
reach 5 ft., one target. Hit 7 (2d6) psychic
Uncanny Dodge. The Nightmare halves the damage
damage and must succeed on a DC 16
that it takes from an attack that hits it. The
Constitution saving throw or be blinded until the
Nightmare must be able to see the attacker.
start of the Nightmare's next turn.
Reactions
Uncanny Dodge. The Nightmare halves the damage
that it takes from an attack that hits it. The
Nightmare must be able to see the attacker.

KRATOS - GSC | BESTIARY


12
Valkyries
The Valkyries are the female warriors responsible for
taking warriors to the Valhalla upon their death in the Author's Note
mortal realm. One of the Valkyries is described as having a
beautiful long braided hair, carrying a shiny sword and a Valkyries are one of the most inspiring monsters
shield. you can fight in the original videogame. They can
be very useful in your adventures both as NPCs
or extraordinary foes. In addition, they can be
Norse Mythology treated also as demigods, patrons or simply
In Norse mythology, a valkyrie is one of a host of female avatar of other divinities.
figures who choose those who may die in battle and those As a DM, you can take advantage of Mimir's
who may live. Selecting among half of those who die in descriptions to learn about their personality, or
battle (the other half go to the goddess Freya's afterlife field just give them a brand new one of your choice
Fólkvangr), the valkyries bring their chosen to the afterlife for each of them.
hall of the slain, Valhalla, ruled over by the god Odin.
There, the deceased warriors become einherjar. When the
einherjar are not preparing for the events of Ragnarök, the
valkyries bear them mead. Valkyries also appear as lovers
of heroes and other mortals, where they are sometimes
described as the daughters of royalty, sometimes
accompanied by ravens and sometimes connected to swans
or horses.
In God of War
The Valkyries are servants of Odin, set to choose half of the
warriors killed in battle to take them to Valhalla, where
every warrior fights and feasts until the day of Ragnarök. If
a warrior declines the call of the Valkyrie and engages her
in battle, the warrior will be burnt by the intensity of the
fight and be doomed to forever roam the mortal realm as a
Draugr.
The are eight valkyries in the game: Eir, Gunnr,
Geirdriful, Gondul, Hildr, Kara, Olrun, Rota and Sigrun, the
Valkyrie Queen. Each of them has different move-set and
traits, while Sigrun is the most powerful and benefits of the
complete move-set.

KRATOS - GSC | BESTIARY


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Gunnr Magic Resistance. Gunnr has advantage on saving
throws against spells and other magical effects.
Large celestial, neutral
Actions
Armor Class 17 (valkyrie armor) Multiattack. Gunnr makes three attacks with wings
Hit Points 114 (14d10 + 42) and/or feather blades. Othewise, she can attack with
Speed 40 ft., fly 120 ft. her scythe twice.
Feather Blades. Ranged Weapon Attack: +7 to hit,
STR DEX CON INT WIS CHA reach 30ft., one target. Hit 7 (1d6 + 4) piercing
16 (+3) 19 (+4) 16 (+3) 13 (+1) 20 (+5) 15 (+2) damage plus 11 (3d6) radiant damage.
Scythe Rush. Gunnr jumps up to 40 feet in a straight
Saving Throws Wis +8, Cha +5 line towards a target and can move through the space
Skills Acrobatics +7, Perception +8 of any creature smaller than Large. Before landing, it
Damage Resistances radiant; bludgeoning, piercing makes a Scythe or Wing attack against the target. If
and slashing from nonmagical weapons the attack hits, the target takes an extra 18 (4d8)
Damage Immunities poison bludgeoning damage and must also succeed on a DC
Condition Immunities poisoned 15 Strength saving throw or be pushed 10 feet away
Senses darkvision 120 ft., passive Perception 18 and be knocked prone.
Languages all Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Challenge 8 (3900 XP) one target. Hit 12 (2d8 + 3) slashing damage plus 11
(3d6) radiant damage.
Asgardian Weapons. The Gunnr's weapon attacks are
magical. When Gunnr hits with any weapon, she deals Wing. Melee Weapon Attack: +7 to hit, reach 5 ft.,
an extra 3d6 radiant damage (included in the attack). one target. Hit 9 (1d8 + 4) piercing or slashing
damage plus 11 (3d6) radiant damage.
Flyby. Gunnr doesn't provoke an opportunity attack
when she flies out of an enemy's reach.

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Olrun Magic Resistance. Olrun has advantage on saving
throws against spells and other magical effects.
Large celestial, neutral
Valkyrie Submission. If Olrun is flying and dives at
least 30 feet straight toward a target and then hits it
Armor Class 17 (valkyrie armor)
with a melee weapon attack, the target is grappled if
Hit Points 153 (18d10 + 54)
its size is Medium or smaller (escape DC 18). Until
Speed 40 ft., fly 120 ft.
this grapple ends, the target is restrained and takes
14 (4d8) bludgeoning damage at the start of each of
STR DEX CON INT WIS CHA Olrun's turns.

16 (+3) 19 (+4) 17 (+3) 16 (+3) 20 (+5) 16 (+3) Wing Tornado. If Olrun hits one target with two or
more wing attacks on the same turn, the target takes
an extra 14 (3d8) slashing damage. If the target is a
Saving Throws Dex +8, Wis +9 creature, it must succeed on a DC 16 Strenght saving
Skills Acrobatics +8, Arcana +7, History +7, throw or be pushed 10 feet away and be knocked
Insight +9, Perception +9, Religion +7 prone.
Damage Resistances radiant; bludgeoning, piercing
and slashing from nonmagical weapons Actions
Damage Immunities poison
Condition Immunities poisoned Multiattack. Olrun makes three attacks with wings
Senses darkvision 120 ft., passive Perception 19 and/or feather blades.
Languages all Feather Blades. Ranged Weapon Attack: +8 to hit,
Challenge 11 (7200 XP) reach 30ft., one target. Hit 7 (1d6 + 4) piercing
damage plus 11 (3d6) radiant damage.
Asgardian Weapons. The Olrun's weapon attacks are
magical. When Olrun hits with any weapon, she deals Wing. Melee Weapon Attack: +8 to hit, reach 5 ft.,
an extra 3d6 radiant damage (included in the attack). one target. Hit 9 (1d8 + 4) piercing or slashing
damage plus 11 (3d6) radiant damage.
Flyby. Olrun doesn't provoke an opportunity attack
when she flies out of an enemy's reach.

KRATOS - GSC | BESTIARY


15
Geirdriful If the target is a creature, it must succeed on a DC 15
Strenght saving throw or be pushed 10 feet away and
Large celestial, neutral
be knocked prone.

Armor Class AC 18 (valkyrie armor) Actions


Hit Points 140 (16d10 + 48) Multiattack. Geirdriful makes three attacks with wings
Speed 40 ft., fly 120 ft. and/or feather blades, plus one chakram attack.
Asgardian Mine (Recharge 5-6). Geirdriful shoots a
STR DEX CON INT WIS CHA mine to the ground which detonates with blinding
13 (+1) 20 (+5) 17 (+3) 16 (+3) 18 (+4) 19 (+4) energy in a 15-foot radius sphere centered on a point
she choose within 30 feet. Each creature in the
sphere must succeed on a DC 19 Constitution saving
Saving Throws Dex +9, Wis +8 throw or be blinded until the end of the Geirdriful's
Skills Acrobatics +9, Insight +8, Perception +8 next turn.
Damage Resistances radiant; bludgeoning, piercing
and slashing from nonmagical weapons Chakrams. Ranged Weapon Attack: +9 to hit, reach
Damage Immunities poison 30 ft., one target. Hit 8 (1d6 + 5) slashing damage
Condition Immunities poisoned plus 11 (3d6) radiant damage.
Senses darkvision 120 ft., passive Perception 18 Feather Blades. Ranged Weapon Attack: +9 to hit,
Languages all reach 30ft., one target. Hit 8 (1d6 + 5) piercing
Challenge 11 (7200 XP) damage plus 11 (3d6) radiant damage.
Asgardian Weapons. The Geirdriful's weapon attacks Scythe Beam. A beam of brilliant light flashes out
are magical. When Geirdriful hits with any weapon, from Geirdriful's scythe in a 5-foot-wide, 60-foot-
she deals an extra 3d6 radiant damage (included in long line. Each creature in the line must make a DC
the attack). 19 Dexterity saving throw, taking 14 (3d8) radiant
damage on a failed save, or half as much on a
Flyby. Geirdriful doesn't provoke an opportunity successful one.
attack when she flies out of an enemy's reach. Wing. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Magic Resistance. Geirdriful has advantage on saving one target. Hit 10 (1d8 + 5) piercing or slashing
throws against spells and other magical effects. damage plus 11 (3d6) radiant damage.
Valkyrie Submission. If Geirdriful is flying and dives at Legendary Actions
least 30 feet straight toward a target and then hits it
with a melee weapon attack, the target is grappled if Geirdriful can take 2 legendary actions, choosing
its size is Medium or smaller (escape DC 19). Until from the options below. Only one legendary action
this grapple ends, the target is restrained and takes option can be used at a time and only at the end of
14 (4d6) bludgeoning damage at the start of each of another creature's turn. Gerdriful regains spent
Geirdriful's turns. legendary actions at the start of its turn.
Wing Tornado. If Geirdriful hits one target with two or Flyby move. Geirdriful takes flight and lands in an
more wing attacks on the same turn, the target takes empty space within 30 feet of the starting point.
an extra 9 (2d8) slashing damage.
Wing Attack. Geirdriful makes one wing attack.
KRATOS - GSC | BESTIARY
16
Gondul If the target is a creature, it must succeed on a DC 20
Strenght saving throw or be pushed 10 feet away and
Large celestial, neutral
be knocked prone.

Armor Class 18 (valkyrie armor) Actions


Hit Points 181 (19d10 + 76) Multiattack. Gondul makes three attacks with wings
Speed 40 ft., fly 120 ft. and/or feather blades, plus one spear attack.
Feather Blades. Ranged Weapon Attack: +10 to hit,
STR DEX CON INT WIS CHA reach 30ft., one target. Hit 8 (1d6 + 5) piercing
14 (+2) 20 (+5) 18 (+4) 16 (+3) 17 (+3) 23 (+6) damage plus 14 (4d6) radiant damage.
Meteor Rain (Recharge 5-6). Gondul draws power from
Saving Throws Dex +10, Cha +11 Muspelheim and generates a meteor rain in a 20-
Skills Acrobatics +10, Deception +11, foot-wide, 60-foot-long line. Each creature in the line
Intimidation +11, Perception +8, Persuasion +11 must make a DC 21 Dexterity saving throw, taking 27
Damage Resistances fire, radiant; bludgeoning, (6d8) fire damage on a failed save, or half as much on
piercing and slashing from nonmagical weapons a successful one.
Damage Immunities poison Spear Blast (Recharge 5-6). Gondul hits the ground
Condition Immunities poisoned with her spear and each creature within 20 feet must
Senses darkvision 120 ft., passive Perception X succeed on a DC 21 Dexterity saving throw or be
Languages all knocked prone and restrained until the end of
Challenge 13 (10000 XP) Gondul's next turn.
Asgardian Weapons. The Gondul's weapon attacks are Spear. Melee Weapon Attack: +7 to hit, reach 10 ft.,
magical. When Gondul hits with any weapon, she one target. Hit 6 (1d6 + 2) slashing damage plus 14
deals an extra 4d6 radiant damage (included in the (4d6) radiant damage.
attack). Wing. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit 10 (1d8 + 5) piercing or slashing
Flyby. Gondul doesn't provoke an opportunity attack damage plus 14 (4d6) radiant damage.
when she flies out of an enemy's reach.
Magic Resistance. Gondul has advantage on saving Legendary Actions
throws against spells and other magical effects. Gondul can take 2 legendary actions, choosing from
Valkyrie Submission. If Gondul is flying and dives at the options below. Only one legendary action option
least 30 feet straight toward a target and then hits it can be used at a time and only at the end of another
with a melee weapon attack, the target is grappled if creature's turn. Gondul regains spent legendary
its size is Medium or smaller (escape DC 20). Until actions at the start of its turn.
this grapple ends, the target is restrained and takes
Flyby move. Gondul takes flight and lands in an empty
18 (5d6) bludgeoning damage at the start of each of
space within 30 feet of the starting point.
Gondul's turns.
Wing Attack. Gondul makes one wing attack.
Wing Tornado. If Gondul hits one target with two or
more wing attacks on the same turn, the target takes
an extra 9 (2d8) slashing damage. KRATOS - GSC | BESTIARY
17

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