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The Book of Monstrous Kennings
The Book of Monstrous Kennings
Credits
in Memory of Charles Wright. His seat at the table is empty now,
the laughter remains.
Writer and Designer. Evan Jackson
Template: Adapted fromcM Word Template bv
Laura Hitsbrunner
Cover Illustrator. Matt Forsyth
Interior illustrators: Matt Forsyth. Jake Baker. Arthur Rackham.
Agam, carcocta. Dorothe, Enrique Loper Garre, Herbert James
Draper, Sarah Richter, Tomislav Jakupec. T ristan Brandon.
Wilgard Krause, Wizards of the Coast provided art
Special Thanks: Mara Kovacevic, Tristan Brandon, Steven
Townshend
Additional Credit: Grimnir's epigram In the introduction is I very
loosely) adapted from lines that appear In Henry Adams
Bellows' translations ol t he skaldic poems VafyruAniimôl and
Grímnhmií This crime against literary decency was
perpetrated by myself vrth little tegard to the integrity of
original verse or skaldic form, cobbling lines together that are
rewritten and out -of-context from disparate stanzas in two
different texts. I doubt that Bellows would willingly recognize
It as his own. but I could not haw written it d he hadn't done it
first.and better. -EJ
ON THE COVER
DUNMtMS * tNUGCMS 0*0, wuardi al the Cowl. Fr»<vti.n a.olmk Mvv.nlnh, I bwrim th» ihagon amperwxl, Oenwa anti ail ««her WUords M the Cant produt t
names, and tKarrespartM lotos ate trademark of WlrariX of the Cent an tho USA arU other toumnes.
this a»<S cantaaw maiarut «hat Is usor"i hr Wui rm ol the Coast amh'ur other authors. Such matwul ■ usad with pwnuion under the Community CoMaat Apeen» m lor
Dungeon MasivriGuld
A|lulhmi.i<ma>ma<e<ul m IN» wort H«H>r'lgt« 7M1 by TMevee' Cant Games Jaahson and (xtilished ladder the Community I <rd am AfframemOungoon
Table of Contents
Credits
Table of Contents-... .......................................................... 2
J|lrüdi» lion.—.................................................................. 3
Chapter t Bestiary—— ——......................................... ——.4
Mythic Monsters...................................................... —...... 4
Norse Archetypes.......... ........................................ ...... 4
Languages, Alignment and Type................. ——------------4
Aifbru---------------------------------------------------------------------- 5
L jósAif r Dreng------------------------------------------------------- 5
Ljósálír Húskari____________________________________ 6
LjósálfrSeiôdróttínn________________________________ 6
Ljósálf r Thegn-------------- - ----- —------------ ...----- .....------ - 7
Dõkkãlfr Dreng----------------- --------------------------------------- H
Dõkkãlfr Hirdwarrior-------------------------------------------------H
Dõkkãlfr Húskarl.------------- --------------------------------------- »
Dõkkãlfr Jarl______________________________________ 9
Aptrg.mg.ir......——.,11
Dnitigr---------......----------------------------------------------------11
Thrãln (Draugr-Lord) .-„-„-......12
Gfengangr-------------------------------------------------------------- U
Haugbul-------------------------------....-------------------------------14
Bninnmigi----------------------------------------------------------------- 16
Einhcrjar—————————17
EJnhcrjl Warrior__________________________________ 17
Einhcrji Hera._________ _—-------------------------------- ---- -18
Fenrir.--------- --- ------------------------------------------------------- 19
Pylga---------------------------------- --------------------------------------- 21
Garm r__ ____________ —---------------------------24
Gullinburst I---------- -—.—.——--------------------- 25
Hábrók___ _________________________________________ 26
Hafgufa and l.yngbakr——27
Hafgufa---------------------------------------------------------------- 27
l.yngbakr—.—------------------------------------------------------ 27
Hamingja__________________ — -----------------------------------29
Holder___________________________________________ 3»
Jórmungandt---------------------------------------------------------- 31
Jõtnar--------------------------------------------------------------------- 33
Eldjtttunn...—.............................. -—„-------------------------- 33
Hrimlhurs (Rhnc-Giant) ___________________________ 33
Ltadwyrtn------------------------------------------------------------------ 36
Fafnir_________________________________________ — 37
Maca------------------------------------------------------------------------ 39
MaifoDc —-------------------------------——----------------------------41
Níòhõggr------------------------------------------------------------------- 42
Nokk-------------------------------------------------------------------------45
Fossegrlm------ ----------------------------------------------- ~------46
Valkyrie---------------------------------------------------------------------47
Sanngrlftr, Valkyrie Paragon—-------------—-- --------—..... 47
Valra vn ——.——--------------------- ----------------- --------- —- 50
Vargr—- -------- ------—-------------- - -------------------------- —52
The Harriers: Hati and Skòll------------------------------------ 52
Vòcòr -------------------------------------------------------------------- 54
Chapter 2 Player Options--------------------------------------------- 55
Álfr (variant etf)______________________________________55
Chapter 3-- Magic Items .................................... -........ -.... 58
SSS3
-Evan Jackson
Thievrs' Cant Games
section that highlights its mythic trait, notes how using it
Chapter 1: Bestiary changes the difficulty of the encounter and the rewards,
and Includes read - aloud text you can use mid - battle to
This bestiary provides game statistics and lore for forty signal a terrifying shift in the conflict
monsters suitable for any DADcampaign, but which arc
specifically drawn from Norse mythology. Among those
presented are many of the major players from the foretold Norse Archetypes
events of RagnarAk, but also creatures from lesser known While this book offers a variety of horrors to set upon your
myths and folklore—all of them ready to serve as players, you may notice there are some common themes
antagonists and allies for the players in your game. that repeat themselves.
The creaturrs In this bestiary are organized As mentioned above, early Norse culture was survival -
alphabetically A feware grouped under a banner heading, focused. Many of the monsters they dreamed up can
for example, the “Aptrgangar" section contains stat blocks probably be understood as reflections of things that
for various types of again -walkers. Creatures within these represented threats to the collective safety of their tribes
sections are presented alphabetically or in order of and communities. The tale of a villain so twtsted by greed
attestation. that they turned physically monstrous was a common
At the end of this book is an appendix containing lists of attestation, as were creatures that embodied the spread of
thecreatures arranged by type, challenge rating, and poison, disease, and corruption.
environment. DMs can use these lists, in conjunction with With death as a constant presence, It makes a certain
similar information in the Dungeon Master's Guide and amount of sense that skalds had plenty of stories about
othrr sources, to choose monsters for a particular walking corpses, who were also readily blamed as vectors
adventure or campaign of infection when any of the above plagues struck.
Insatiable, predatory hunger was also a repeated motif,
particularly among the monsters set to devour the world at
the Twilight of the Gods. In the Norse view, this unchecked
consumption of life would besiege all human civilization,
side-by -side with the staggering power of the primordial
elements embodied in the armies of the jõtnar
LjosAi.fr Dreng
Drengs are young warriors who serve the houses of rhe
Alfar in hopes of advancement and renown. The fighters of
the Ijósálf ar rely on speed and tricks of light to overcome
their enemies. They wield single-edged shortswvrds called
scutes In combat.
Liósálfr Dreng Dazzling Defame. While the Ijòsálfr h wearing l<ht or no armor and
Medium humanoid ted). any alignment
wielding no shield, as AC includes its Charisma modifier
Armor Class 18 (leather Armor) Innata SpaUcoamg. the Ijõsállfs spellcasting ability is Charisma , spell
Hit Points«6<12d8* 12) save 0C 12). It can Innately cast the following spells, requiring no
Speed 30 ft material components:
At will Uy/it
STB DEX COM INT wts CHA
WMI 19 H) 32 Ml 11M) 11 Ml 17 M) Actions
Muftrottoc*. The Ijósáifr makes three attacks: one with a dagger and two
Skills Ac rebabes »8. AthleOcs »5. Perception «2. Persuasion «7 with Its sean.
Senses Darkvision60 ft., Passive Perception 12
Dogger Melee or Ranged Weapon Attoc* ’6 to hit. reach 5 It. a range
Languages Common, Dvlsh
20/60 ft., one target. Hit. 61 ld4 ♦ 4) piercing damage
Challenge 3 (700 XP)
Seat. Melee Weopon Aaoth: »6 to ha. reach 5 ft, one target. HU. 71 Ld6 •
fey Ancestry. The Ijósáifr has advantage on saving throws agaeist 4| piercingdamage.
bei ng charmed. and magic can't put the Ijásálfr to sleep. Brighter than the Sun tl/day). the Ijósáifr casts daylight centered on
Lightfooted. íhr Ijósátfr can take the Dash or Disengage action as a it tail and is heavily obscured for the duration of the spell
2nd level |3 slots!' branding imite, magic weopon Can tnps tat will): firr l»«. mage hand, mending, pmtidigitation,
shocking grasp
3rd level (2 slots). bhndmg smite, daylight, dispel magic
1st level (4 slots I detea magic. identify. moge armor", mogic
Actions mtssile. sfueW
MulriottncA. The Ijtallfr makes three attacks with its seas <x As 2nd level 13 slots): blur, misty step, suggestion
short bow. 3rd level 13 slots): counWrspd 1. daylight, fireball. dispel magic
Seo* weiee Weopon Attoct «6 to hit reach 5ft, one target. Hit 7 4th level 13 slots): charm monster, fire shield, stoneskm'
(ld6 ♦ 4) piercing damage.
5th level 13 slots): Vwnotafion, scrying, nollolbght
Shortbow. Ponged Weapon Attack: «B to hit, range 80/320fl, one
6th level 11 slot!: globe of invulnerability
target Hit 7 (Idft • 41 piercing damage.
7th level (1 slot): teleport
Brighter than the Sun (l/dayf. The IjòsãHr casts daylight centered
on itself and is heavily obscured for the duration of the spell 8th level (1 slot): sunburst
9th level (1 slot I: rim» stop
Reactions 'The Ijósálfr casts these spells on itself before combat.
Rebuke of Light /Recharges after a Short or Long Rest)
Immediately after an attacker within 30 feet of the Ijósilfr deals Actions
damage with an attack against a creature other than the Ijósálfr. Dagger. Mctee ar Ranged Weapon Mock. *7 to hit. reach 5 ft. or
the Ijàsálfrfoccesthe attacker to makeaOC 15 Wisdom saving range 20/60 fL, one target Hit 5 (ld4 • 3) piertrig damage.
throw On a failed save, the attacker takes radiant damage equal
Brighter than the Sun (¡/day). The l|ósã*r casts doylight, centered
to the damage it just dealt. On a successful save, it takes half as
on itself and it heavily obscured for the duration of the spell.
much damage
L.IÒSÁI I RTlir-GN
A thegn is a lesser Ijósâlfr lord whose position has been LlÓSÁIIR THEGN
granted by a sdòdróttln or other figure of power. They Medium humanoid (elf). any alignment
usually have some magical training and, like the nobles of
other cultures, may be charged with the management of Armor Class 13 (16 With Mage Armorl
va no us holdings Htt Point* 40 (9d9
Spaed 30 ft
DÒKKÁLFR HlRDWARRIOR
In time* of war, a dóklülfr |arI calls upon Urge number* of
loyal vassal* tn bring victory The blooded warrior* of
these families form the vanguard of their armies
OÜKKÁLFR HÚSKARL
Since dõkkâlfr society favors martial prowess over magical
affinity, it follows that the honored retainers of their
houses are proven warrior* with many deeds to their name
anil experience leading warriors in battle.
OrtKKÀt r® Burr».
Medium humanoid any alignment
Actions
Muttiattock. Thr dókkálfr makes two longsword or handaw
attack*
longsword. Melee Weapon Attack *5 to hit. reach 5 ft . one
target Hit 7 (ids ♦ 3) siashmg damage, or 8 (IdlO ♦ 3) slashing
damage If used with two hand*
Hondoxe. Melee or Hanged Weapon Arrack *5 to hit. reach 5 ft. or
range 20/60, one target Hit 6 (l<36 ♦ 3| slashing damage
Álfr Player Characters DÔKKÁLFR HÚSKARL
To give etven PC's in your game more of a None flavor, Chapter 2 Medium humonotd (elf), any alignment
oí this book presents complete rules for creating Alfr characters,
including LjósAlfr and DokkAlfr subraces. Armor Claw 1? I Natural Armo»)
Hit Points 187 (25d8 ♦ 75)
Speed 30 ft
STR DEX CON INT wts CHA Bottle Command. As a bonus action, the dokkalfr targets one ally
18 (*4| 15 (-2) 161-31 lift» 13fl) 121-1) he can see within JO feet of rt If the target can see or hear the
dokkalfr. the target can use It* reaction to make one melee attack
Saving Throw* DEX *5, CON «6.W15 «4 or to take the Dodge or Hide action.
SkKI* Athletics «7, Perception <4 Fey Ancestry. The dokkalfr has advantage on saving throws
Sen*»* D*kvtSMxi 120 ft. Passive Perceptor) 14 against bewig charmed, and magic canY put rhe dokkalfr to sleep
Language* Common. Elvish. Undercommon
Innate Speticastiag. Thedúkkillr's spellcasllng ability is
Challenge 511.800 XP|
Charisma X can innately cast the f ci towing spells. requiring no
material components:
FeyAncestry. Thedõkkálfr has advantage on savingthrows
against being charmed, and magic can't put the dokkalh to sleep. Cantrips (at wdl|: mending
Imune Spedcatdng. The dokkalfris spellcasnng ability is 1/day each rfarknesx magic weapon
Charisma It can innately cast the following spells, requiring no Sunlight Sensitivity. While In sunlight, the dókkAMr has
material components disadvantage on attack ro»s, as well as on Wisdom (Perception!
Cantrips (at will): mending checks that rely on sight
1/day each: darkness, magk weapon Unarmored Defense. While not weanng any armor, the dokküfr
adds its Constitution modifier to its armor class. It can use a sh-eld
Sunlight Sensitivity. While m simllght. the dokkilfr has
and sli I gam this benefit.
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight
Actions
Unarmored Defense. While not wearing any armor, the dòkMlh
Mu/Botroc*. The dokkálf r m akes three attacks: two with Its
adds its Constitution moddier to its armor class. It can use a shield
longsword and one with Ks handaxe.
and still gain this benefn
Longsvrard. Ueiee Weapon Attack -8 to hit, read* S ft. one target
Actions HA. 8 (ld8 * 4) slashing damage, or 9 (ldlO- 4) slashing damage if
used with two hands.
Muttiattock Tltedokkitfr makes two longs word or handaxe
attack.* Mandate. Mriee or Ranged Weapon Attack »• to f»t, reach 5 ft or
tongsword Melee Weapon Mod »7tohrt, reach 5 ft , one target range 20/60, one target. Hit 1 (Id# • 4) slashing damage
Hit 81ld8 • 4) slashing damage, or 9 UdlO • 4j slashng damage if
used with two hands
Reactions
Parry. Th» dokkalfr adds 3 to R* AC against one melee attack that
Handate. Metre or Ranged Weapon Attoik *1 to hit. reach SlL or
would hit it To do so. the dokkAlf r must see the attacker and be
range 20/60, one target. Hit. 7 (ld6 • 4) slashing damage
wielding a melee weapon.
Reactions
Parry. The ddkkilfr adds 3 to its AC agamtt one melee attack that
would hit IL To do so. the dOkkâlfr must see the attacker and be
wielding a melee weapon.
DokkAi.fr Jari
The high lords of the Dark Elves command the loyalty of
many holdings. ’Hsetr authority comes from their
readiness to provide protection for their subjects and fight
alongside their warriors in battle.
Dokkálfr Jarl
Medium humanoid (etf). any alignment
Actions
Multiattack. The dókkáUr makes two attacks with Ks great word
or fundare.
Green word. *foiee Weapon Attack * 10 to hit. reach $ ft.. one
target. Hit 13 (2d6 * 6) slashing damage
Mondare. Melee ot Ranged Weapon Attack: • 10 to hit. reach $ ft or
range 20/60. one target Mt 9 (ld6 ♦ 6) slashing damage.
Legendary Actions
The dokkálfr can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
ume and only at the end of another creature's turn. The dokkálfr
regams spent legendary actions at the start of its turn.
Weapon Attack. Thedokkaifr make* a weapon attack.
Command Ally, fh» dokká dr target* onn ally it can seev>ith«i 10
feet of it If the target can see and hear the dokkálfr, the target
can make one weapon attack as a reaction and gains advantage
on the attack roll
Frighten Foe (Costs 2 Actions). The dokkálfr targets one enemy it
can see within 30 feet of a. If the target can see and hear it. the
target must succeed on a DC 16 Wisdom saving throw or be
frightened until the end of dokkálfr* next turn.
Aptrgangàr
The unquiet spirits of Norse tradition are not spectral
beings. Skaidic ghost stories attest to souls that are bound
to haunt specific locations, creatures, or significant
objects, but the halls of the Norse arc haunted by physical
creatures that moredosely resemble walking corpses than
specters. Known collectively as "after-goers," these
beings are compelled to walk the material plane for many
of the same reasons as their ethereal counterparts.
Draugr
Draugar arise from the spirits of individuals so covetous
they cannot part from their riches, even In death. Buried
alongside hoards of their accumulated treasure, they
rarely leave their tombs for fear of thieving Intruders
Hulking Undead. Though they walk in bodies of flesh
swollen with preternatural strength, draugar are
unmistakably creatures of the grave. Lividity paints their
skin a deep blue - black and the stench of death that
sunounds a draugr can repel even the most stalwart of
heroes.
Hard to Kill. The greed that drives a draugr is so powerful
that It can reanimate the aptrgangat's undead body 24
hours after It has been felled unless appropriate measures
are taken to dispose of the corpse
I mat ¡able A draugr doesn't require air. food, drink, or
sleep to maintain Its existence. It hungers for the
trappings of mortal life, however. For this reason, it may
feed by devour!ng 1 ivestock or other creatures (Including
humanoids) that dwell near Its burial mound. Though It
will never stray far, this all-consuming envy of the living
is one of the few things that can compel a draugr to
venture from its resting place
Draugr Stench of the Grove. Any creature that starts it s turn wahin 5 feet of the
Medium undead, neutral evil
draugr must succeed on a DC 17 Consta «ion saving throw orbe
poisoned until the start of its next turn. On a successful saving throw, the
Armor Cl>tt 16 |N jtural Armor)
c reature is immune to this Stench for 24 hours.
Mt Point* 180 (19d8*9$|
Speed 30 ft. Turn immunity. The draugr is immune to effects that turn undead
II
TurAin(Draugr-Lord) progressed, Thráin's heart sank deeper and deeper into
paranoia. Certain of betrayal in every comer and sensing
Though draugar arc twisted souls, they retain much of the fading of his own strength, Thrain once again turned
their sentience and can grow more powerful after to the dark arts, transforming himself into a creature with
generations of undcath. Some even embrace the transition the poweT to defend his wealth beyond death.
to this existence, using dark rituals to remake themselves
The long years of undeath have only made Thriin more
before mortality can separate them from their worldly avaricious and cruel He has all the power of a normal
riches. These draugr - lords appear In Norse sagas as draugr, only more formidable, and he Mill has a measure of
legendary evils, terrorizing entire communities while arcane magic at his disposal Thriin also wields a sentient,
making corpses of treasure hunters and heroes alike. preternaturally sharp longsword called Mistihtinn. The
Long ago, the draugr-lord known as Thráin was a blade's obsessive personality has been feeding the draugr -
mighty king who held dominion over a wide and lord's mania for centuries, constantly alerting Its master
prosperous domain. What he could not take by force, he to potential threats, both teal and Imagined. MMilteinn is
won by way of ancient and forbidden magics. In this way.
Thráin's most- prized possession and the weapon never
he accumulated vast sums of gold and numerous war
leaves his side when not in hand.
prizes in his lifetime As the many years of his reign
Thráin, Draigr Lord Stench ot the Grove. Any creature that starts its turn wdhin 10 leet of
Medium undead, neurralewf Thriin must succeed on a X IT Constitution saving throw or be
poisoned until the start of its next turn. On a successful saving throw, the
Armor Class 19 (Natural Armorl crealure Is «nmune to this Stench for 24 hours.
Hit Points 231 (22dS ♦ 132)
Turn immunity. Thriin is immune to effects that turn undead
Speed 30 ft.
Lair Actions
On initiative count 20 (losing initiative ties), Thráin rolls a
d2O. On a result of 11 or higher, Thráin takes a lair action to
cause one of the following effects. Hecan't use the same
effect two rounds in a row.
Lair Traits
Thráin’s barrow might have any or all of the following
effects in place
Haugbui
A haugbui is a barrow-wight, a type of again-walker
whose spirit is bound to Its graveslte. They are relentlessly
territorial and, like draugar, will never stray more than a
short distance from their graves. Though a prized weapon
or artifact may be the source of this compulsion, their
barrows arc rarely elaborate tombs or treasure vaults.
Simply wandering too close to a haugbui's resting place,
even unwittingly, is usually enough to incur Its wrath
Armed Sentinels. Most haugbui were warriors before
death. As such, they differ individually In their methods of
defense. Some wield the melee weapons they favored In life
against Intruders, while others rely solely on the
supernatural strength of their undead forms. They may or
may not carry shields.
Grovebountf. A haugbui can emerge from its barrow and
traverse nearby terrain, but the grave itself remains the
source of its connection to the mortal world. As long as the
barrow and its contents remain Intact, the haugbui
maintains its undead watch. If the barrow is somehow
destroyed or the contents removed without also destroying
the haugbui, the aptrgangr may become a revenan» tn
pursuit of the creatures that defiled its resting place.
Undead Nature A haugbui doesn't require air, food,
drink, or sleep
14
llAUGBUI
MWrum undeod, neutral evil
Brunnmigi
Lorge montimsHy. chaotic ml
Actions
Muttiattock. t he brunnmigi makes three attacks one with its bite
and two with rts claws.
Me. «•.fee Weapon Attack • 7 to hit reach 5 ft, one target. Nit. 11
(2d6 ♦ 41 piercing damage,
Clows. Mefce Weapon Arrack *7 to hit, roach 5 ft, one target Hit:
14 (3d6 ♦ 4) slashing damage.
Venom Spray (Uecha/ye t). The brunnmigi releases a spray of
poison in a 15 foot cone. Each creature in the area must make a DC
16 Constitution saving throw On a failed save, a creature takes 18
|4dBi poison damage and is poaoned for 1 minute. On a succentui
save, the creature takes half as much damage and isn't poisoned A
porsoned creature can repeat the saving throw at the end of each
of its turns, ending the effect on Used on a success
Art by lake Baker
16
Einherjar
Those who die bravely in battle arc favored by the All - Einiier ji Warrior
Father. Chosen from the fallen and guided to Valhalla by Medium ceferttal, ctaoNc neutral
the Valkyrjar, the Einherjar spend their afterlives In
preparation for the coming battle that will take place at the Armor Clou 16 (¡8 With Shield)
Twilight of the Gods. Hit Points 51 IMS *34)
Glory of War. By day, the Einherjar hone their martial Speed 30 ft.
prowess in fiercecombat against each other on the shining
plains of Asgard. When night falls, they return to the Hall STH DEX CON INT WIS CHA
of the Slain where, wounds healed, they are feasted 181*4) 14(*2| 181*4) 8(-ll 10 (*0) 101*0)
through the night. This cycle continues endlessly until
Ragnatok, when the sounding of Gjallarhom will summon 0 wnage Resistances Blurtgconing, Piercing, and Slashing from
the Einherjar to stand in battle against the jfttnar and Nonmaglcal Attacks
numberless dead. Conditkm Immunities Exhaustion. Frightened, Pawned,
Immortality and l ate. Einherjar who fall in battle rise Unconscious
again in Asgard at the next sunset Only a wish spell cast Senses Dark vision 60 tt. Passive Perception 10
before dusk can strip a chosen soul of this protection l an gu ages the languages It knew in Ide
before its destined fate. Challenge 3 (700 XP)
Alone-figh ten. Until the coming of Ragnarõk, the
Einherjar have no reason to fear death, whatever the odds. Brute. A melee weapon deals one extra die of its damage when the
They train relentlessly and Individually favor many Einherji hits w«th it (Included in the attack).
different weapons. When encountered, those that wield Rec* Jeu. At the start of <s turn. the Einheqi can gain advantage
one-handed weapons will normally also carry shields. on all melee weapon attack rolls during that turn, but attack rolls
against it have advantage untd the start of its next turn
Runic Weapons. The Einherji 's weapons have a • 1 enchantment
(Included tn the attack)
Unormored Defense. While not wearing any armor, the Einherji
adds its Constitution modifier to its armor class. It can use a shiotd
and still gain this benefit
Vpfhoi/on Fury. As a bonus action, the Einherji can make one
weapon attack, which deals an extra4 (ldB) radiant damage on a
hit. It it does so. attack roils against it have advanta ge until the
Start of Its next turn
Actions
Multiattack. The Einherji makes two weapon attacks.
Battleaxe. Metre Weapon Attack. «7 to hit, reach 5 ft. one target.
Nit 14|2d8 ♦ 5) slashing damage, ar 16 |2dl0 *5) slashing damage
if used with two hands
Gr rotare. Mdee Weapon Attack *7 to hit. reach 5 ft. one target.
Hit IB 12d 12 • 5) slashing damage.
Lonysworrf. Melee Weapon Attack *7 to hit. reach 5 ft, one target.
Hit: 14 |2d8 * 5) slashing damage, a 16 <2dl0 * 5) slashing damage
if LBed with two hands
Skills Athletics «7. Perception -4
Damage Resistances Bludgeoning, Piercing, Mid $lashmgfrom
Nonmapcal Attacks
Condition immunities Exhaustion, frightened, Poisoned,
Unconscious
Senses Darkvnion 60 ft, Pasvre Perception 14
Languages the languages It knew in life
Challenge 8 i3,900 XP'i
Brute A melee weapon deals one e«tra die of its damage when t he
Emherji hits with ■ (Included «1 the attack;
Reckless. At the start of its turn, the Emherji can gain advantage
on ail melee weapon attack rods dunng that turn, but attack roll*
against it have advantage until the start of its next turn.
ffiwWc Weapons. The Emherjl's weapons have a ♦ 1 enchantment
Included in the attackj
Unormorod Defense. While not weanng any armor, the Emherji
adds its Constitution modifier to its armor class it can use a shield
and slit gam this benefit,
Volholton Fury. As a bonus action, the Einherji can make one
weapon attach, which deals an extra 912d8i radiant damage on a
hit. tf it does so. attach rolls against It have advantage until the
start of its next tum.
I Actions
Huttlattach. The Emherji makes three weapon attacks.
Bottiean. Mcfee WeaponAMock: «8 to tut, reach 5 ft. one target
Hit 14 |2d8 • 51 slashing damage, or 16 (2d 10 » $1 slashing damage
if used with two hands
Greotoxe. Melee Weopon Attoc* -8 to hit. reach 5 ft. one target
Hit 18{2dl2 ♦ 5) slashing damage
Loop j word. Uelee Weapon Mock <8 to hit, reach5ft.one target
Hit. 14 (2d8 • 5| slashing damage, or 16(2dl0♦ 51 slashmgdamage
if used with two hands
Cort to Honor / J/Doy). To use this action, the Emherji must have
t aken damage dunng the current c cm bat if the Eeiher) i c an use
this action, It gives itself advantage on attack rolls until the end of
its next turr\ and ld4 ► 1 Emherji warriors appear >n unoccupied
spaces within X) feet of it The war non la a unti I they drop to 0 hit
points, and they take their turns immediately after the Einherp
hero'i tum on the same initiative count.
Fenrir
There is no creature «nested In all the sagas whose name thin as spider's thread and appeared nothing mote than a
carries more renown—nor dread—than the Wolf of the fine silk ribbon. Suspicious of the gods’ motives In
Fen*. "Fame-wolf," "the Ravener," and "Bane of the High challenging him to break the ribbon, the mighty Fenrir
One” are just a few of the many kennlngs the skalds haw agreed to be bo und—so long as he could hold Tyr’s hand
heaped upon him within his )aws ax hl* insurance against deception
A fearsome wolf of gargantuan size and Immense Henceforth, Tyr was known as "the one handed god."
strength. Fenrir is one of three children bom of the union U'of/ Unbound. No bond can hold Fenrir except the magic
between Loki and the jõtunn Angrboòa Together with his chain Glefpnir, forged by the Sons of Ivaldi from six
sister Hel, ruler of the dead, and brother Jdrmungandr, die impossible components. At the time of Ragnarõk, however,
world-serpent, he is one of three figures that will lead die all bonds will be broken, and Fenrir will join with his
enemies of the Asir in bathe at the Twilight of the Gods. siblings in the vanguard as they march against the Asir.
The Binding of Fenrir. Armed with foreknowledge of this When this comes to pass, the Wolf of the Fens will face
destiny, the Asir sought to bind Fenrir and so limit the Odin in battle, eventually swallowing the All -father. In
desolation he could bring about. Enlisting the help of the turn, Odin’s son Viharr will slay Fenrir by tearing his huge
dwarven smiths Brokkr and Eitri, the gods obtained an jaws asunder
unbteakablemagkal chain. Called GJripnir, this chain was
19
Fighting Fcnrlr as a mythic encounter is equivalent to
Ffmhir as a My fhk Encounter taking on two CR 26 erratum in one encounter. Award a
Fenrir numbers among the most powerful creature* a party 180,000 XP for defeating Fenrir after It uses Twilight
group of adventurers might face. If you wish to make an of the God*.
encounter with the Fenrl* Wolf truly legendary, Fenrir
might use its Twilight of the Gods mythic trait. When this
happens, It calls upon a reserve of strength Just as it
Using Baying Ruin
appears to be vanquished and heralds the end of an age. Fennr is a figure of godlike (and god-devounngl Mature A
When this happens, Fenrir can choose one of its mythic showdown with the Banc of the High One will commonly take
actions when it uses a legendary action. place as the final set piece battle at the end of the world in a
Read or paraphrase the following text when Fenrir use* Ragnarok-themed campaign. Before reaching this point, a party of
Its IVvUlght of the Gods trait: heroes will likely have many levels of experience, high-powered
magical artifacts, and supernatural gifts like divine Mewngs and
epic boons all at their disposal
The Wolf of the Fens lets loose a baleful howl, his For this reason, Fenrlr's mythic action Saying Ruin is meant to
ravening Jaw* spread wide. Hi* upper fangs seem be a crisis-inducing ability that can strike heroes down and sow
to touch the very sky...even as his lower Jaw meets terror in the climactic moments of the battle There are some
the dust of the burning earth mecharucal controls built Into the ability (it has only a 30 foot
range, costs three actions, and the saving throw ts not overly high
The world darkrru, unlit by Sun or stars. for front-line tank characters), but like any 'instant kill* effect, it
still has the potential to leave players feeling a brt cheated of a
The ground heaves, wracked by quakes and
well-earned victory if misused
tremors as mountains shatter—vast shards of
One way to make sure that players have a fair shot at victory is
stone crashing to the earth! Trees tear loose from
to make lore available to them in advance about Fenrir'*
their roots, casting soil in the air as they rip free
capabilities and enable them to plan countermeasures in
and fall, all while the wolf looks on, grinning with
narrating the encounter, you might also signal to players early that
satisfaction.
Fenrir is about to unleash some serious close-range damage
Fmally, If It still seems like Bay mg Ruin ts fust too much for the PC's
Red flames flare and bum from the great beast's
to reasonably handle, you can after the effect *0 that on a failed
eyes and nostrils as it advances once more, hot
save, a creature takes ?6 (22d6) psychic damage instead
spittle dripping from its slavering maw.
Fenrir Slam. Melee Weapon Attack: • 18 to hit, reach 10ft, one target. Hit. 24
Gargonfuon momtrovty (titan), chaotic neutral
(4d6* lOJbkidgeoningdamage. It the target a a creature, it must
succeed on a DC 20 Strength saving throw or be knocked prone.
Armor Oats 2$ INatural Armor)
Hrt Points «2 (24d2O* 240) Devour. Fennr makes one bite attack against a large or smaler creature
Speed 40 ft he a grapplmg. If the attack hits, the target takes the bite's damage, the
target a swallowed, and the grapple ends While swallowed, the creature
STR DEX CON INT WIS CHA is bimded a nd restrained, it has total cover against attacks and other
30 («10) 171*3) JO («10) 1H*O| 19 1*4) 21 (♦») effects outside Fenrir, and It takes 56 (I6d6l acid damage at the start of
each at Fenrir's turns
Sowing Throw* STR ♦ 18, CON «18, WIS «12 It Fennr takes 60 damage or more on a single tian from a creature
Skills Athletics >26. Perception «12 i nude it, Fenrir must succeed on a DC 25 Constitution saving throw at
De me Re Resistances Cold. Lightning. Pcs son the end of that turn or regurgi late all swallowed creatives, which tall
Damage ImmirMtlei Fire-. Bludgeon ng, Piercing, and 5lashingfrom prone in a space within 10feet of Fenrir If Fence dies, a swallowed
NonmagicM Attacks c reatare Is no longer restrained by it and can escape from the corpse try
Condition kmmunitio* Charmed. Frightened. Grappled, Paralysed, using 30 feet of movement, exiteig prone,
Possoned Frightful Pretence. Each creature of Fenrir's choice within 120 feet of It
Sen tn Blindught 120ft., Paswve Perception 22 and a ware of It must succeed on a DC 17 Wisdom saving throw or
Language* Common. Deep Speech, Dwarvi th. Elvish, Giant, Sylvan become frightened for 1 minute. A creature can repeat the saving throw
Chali»nge 26 (90,000 XPl at the end of each of Ms liens, with disadvantage if Fennr Is within line of
sight, ending the effect on it self on a success if a creature's saving throw
Legendary Resistance (3,'Dayl. If Fenrir fails a saving throw, he can is successful or th* effect ends for 4, the creature is immune to Fenrir's
choose to succeed instead Frightful Presence for the next 24 hours
Mugre Rewstonce, Fennr has advantage on sawngthrows against spells Howl (Recharge S-t). Fenrir enuts a bloodcurdling howl Each creature
and other magical effects. within 30 feet of Fenrir that can hear the howl must make a DC 24
Mogic Weopont Fenrir's attacks count as magical for the purpose of Constitution saving throw, taking 71 IlJdlO) thunder damage on a failed
overcoming resistance and mmunity to nonmagical attacks and save, or haff as much damage on a successful one
damage
Legendary Actions
Siege Monster. Fenrir deals double damage to objects and structures
Fenrir can take 3 legendary actions, choosing from the options below.
Twilight of the Gods (Mythic Trait; Recharges offer a Short or Long
Only one legendary action option can be used at a time and only at the
Rr st). When Fenrir is reduced to 0 hit points, he doesn't die or fall
end of another creature's turn. Fenrir regains spent legendary actions at
unconscious Instead, he regains JOO hit paints In addition, flames bum
the start of Its turn.
from hrs eyes and nostrils and hts bite attacks do an addrt local 1J I2dl2)
fire damage. Attack. Fenrir makes one brio attack or slam attack.
Move. Fenrir moves up to half his speed
Actions I etrp (Costs 2 actions). Fennr leaps a distance of up to half les speed
Multtottoch. Fennrcan use hs Fnghtful Presence. Hethen makes three without provoking opportunity attacks. A creature that is in a space
melee attacks where Fenrir lands Is pushed to the closest adjacent space not
Bitt. Melee Weapon Attack. • 18 to hit, teach 10 ft., one taigct. Hit. 36 occupied by Fenrir Fenrir then makes a slam attack against any
|4dl2 • 101 piercing damage. If the target Is a aeature. it is grappled pushed a entures.
(escape DC 20). Until this grapple ends, the target is restrained. and
Fenrir can't bite another target Mythic Actions
Shake Prey. Fenrir makes one bite attack against a Large or smaller Snapping Jeers. Fennr makes two bite attacks
creature he is grappling, rf the attack hits, the target takes 42 (12d6) Buying Ruin (Costs J octforrs). Fenrir emits a p>erceig howl Each
slashing damage and is thrown up to 60 feet In Fenrir's choice of creature within 30 feet of Fenrir that can hear the howl must succeed
drection and knocked prone, if a thrown target strikes a sokd surface, on a DC 15 Constitution saving throw or drop to 0 hit points. On a
the target takes 3 (ld6) bludgeoning damage for every 10 feet It was successful save, the creature Is frightened until the end of its next turn
thrown. II the target is thrown at another creature, that creature must A creature that Is immune to Fenre's Frightful presence is not
succeed on a DC 20 Dexterity saving throw or take the same damage and frightened.
be knocked prone.
Fylgja
Fylgjur arc totem or companion animals that reflect the
inner nature ot a creature. A sly or sneaky individual might
have a rat, snake or fox fylgja, while a person with poor
self-control might see their bad temper reflected in the
form of a bear or wolf
Fygljur mostly appear in prophetic dreams and visions,
foretelling the role their owners will play in the unfolding
of future events. Very rarely, however, important figures,
such as powerful leaders or great heroes, might be
encountered with a physical manifestation of their own
fygjja in their presence.
Hound Nature. Hie fox fylgja statblock applies the fylgja
template (see below) to the fox statblock from Icewind
Dale Rime of the Froctmaiden, using a Ijõsdifr
seiMrrfttinn as the companion soul.
Armor Cías» 13
Hit Potril» 9911808’18)
Speed 30 ft. burrow 5 fl
Garmr
n Huge momtmAy, lawful neutral
I Armor CImi 17
I Hit Point* 168 I16dl2« 64)
Sp*»4 50ft,
Actions
Muttiottack. Garmr makes two bite attacks
Site. UcieeUfaopan Attack *8 to hit, reach S ft, one target. Hit 14
(3d6 • 4) piercing damage plus 14 (4d6) necrobc damage.
Wording Howf. Garmr howls mapcally Every enemy within 300
feet of the Garmr that can hear it must succeed on a DC 16 Wisdom
saving throw or be frightened until the end of Garmr”s next turn or
until Garmr is Incapacitated. A frightened target that starts ns turn
withm 30 feet of Garmr must use all its movement on that turn to
get as far from the Garmr as possible, must finish the move before
taking an action, and must take the most there t route, even if
hazards liethat way Atar grt that successfully saves is immune to
Garmr'* Warding Howl for the next 24 hour*.
GULUNBURSTI
The golden
Ivaldi in answer to a challenge from Loki.
Odin's spear, Freyr’s ship and Sif's hair from Brokkr and
Eitri, the Wolf's- Father struck a wager with the two
dwarves Hazarding his own head as stakes, Loki wagered
the brothers could craft no finer treasures than those he
had already obtained In response, Brokkr heaved a boar's
pelt Into the forge and bade Eitri to work the bellows.
Despite the mischief-maker's best efforts to disrupt the
dwarven smith's work. GulUnbursti, a golden-maned boar
with gleaming bristles, came forth from the enchanted
forge When the coals finally cooled, l-oki only managed to
keep his head by reminding the Sons of Ivaldi they coukl
not take his head without also taking pan of his neck-
which, fortunately for him, was not part of the deal-
Freyr’s Steed. GulUnbursti is an ideal mount crafted fora
god. Although obviously a construct. Its behavior is in
most ways indistinguishable from that of a normal boar.
However, due to the ancient magic invested by Brokkr
during its creation, Gullinbursti can traverse land, air, or
water with speed equal to that of a riding horse.
Constructed Nature Gullinbursti doesn't require air,
food, drink, or sleep.
Armo» Class 20 (Nat wal Armor) Light Intensity. Any creature that starts ns turn wtf hin 10 few of
Hit Pomti 210(20010 *1001 Gullmbursb and cJn see Guflinbursti must succeed on a DC 17 Wisdom
Spaad 60 ft, fly 60 ft saving throw <x be blinded until the start of the creature's next turn.
A creature can avert Its eyes to avoid the saving throw at the start of
$TW DEX CON INT WIS CHA Its turn, if the creature does so, A can't see Gul In bur st I until the start of
18H) 10(*0l 20(»5| 21-4) T1-2) 5 (-31 its next turn, when it can avert as eyes again if the creature loo*s at
GulUnbursti in the meant ime, it must immediately make the save
Damage imnwnitie* Fre, Poison. Psychic; Bludgeoning. Piercing, and Magic Aesritonce. GUlinbunti has advantageon saving throws against
Slashing from Nonmjgcal Attacks that aren't Adamantine spells and other magical effects.
Condition Immunities Charmed, E*haustión. Frightened. Paralyzed, Magic Weoponi. Gullinbursti’s attacks count as magical lor the purpose
Pet rtf led. Poisoned of overcoming reslstanceand immunity to nonmagkal attacks and
Senses Passive Perception 8 damage
Languages Understands the languages al <* rider and creator but can't
ffrlenttou (Per/iargei attar a Short or Long Haiti. if Gdlinbursti takes
speak
10 damage or less that would reduce it to 0 hit points, it is reduced to 1
Challenge 12 (8,400 XPl
hit point instead.
Cborpe. rf Gull in burst i moves at least 20 feet straight toward a target Water Hanner, Gullinbursti can move across water as if it were sold
and then hits rt with a tusk attach on the same turn, the target takes an ground
extra 10(3d6l slashing damage If the target is a creature, it must
succeed on a DC 16 Strength saving throw or be knocked prone.
Actions
Tusk. Melee Weapon Attack. *8 to hit. reach 5 ft. one target Hit 14 (3d6 »
Mfuminotion. Guilinbunti magically theds bright Ight in a 30 foot radius
4) slashing damage
and dim light for an additional 30 feet This light goes out when
Gullnbursti is destroyed.
25
Hábrók
Creatures that fail beneath Hábrók's shadow have precious
little time to marvel at the bird's astonishing size, as a
rending doom nearly always follows in the fatal clutches of
its giant talons.
High Pants. Attested a* first among ail hawks by none
other than All father himself. Hábrók’s name means
"high pants" — a nickname conferred upon the beast by
the&sir due to its long legs and deadly reach.
Deadly Companion, 'though aggressive and wild by
nature, Hábrók’s size allows for the possibility that the
great hawk could serve as unique mount for a hero or one
of theiEsir. if properly interned by a handler of sufficient
skill
Habrok
Huge beost. umltgned
Actions
Muttiattock. Hábrók makes two attacks; one with its beak and
one with its talon*
Beok. Melee Weapon aaocá, • 14 to hit. reach 10 ft., one target Hit
27 (4d8 • 91 piercing damage
Talon*. Melee Weapon Attack *14 to hit, reach 10 It. one target.
Hit 23 (4d6 • 9) ilasfeng damage, and the target is grappled
lescape DC 19). Until (his grapple ends, the target«restrained,
and Hábrók can't use its talons on another target
Legendary Actions
Hábrókcan take 3 legendary actions, chooungfrom the options
below. Only one legendary action option can be used at a time and
only at the end of another creature'stum. Hábrók regains spent
legendary actions at the start oí its turn
Peck. Hábrók makes one beak attack.
¿6
Hafgufa and Lyngbakr
When grizzled longship captains share cups in the
mcadhalls of remote coastal communities, the tales of
theif encounters at sea rival those of the skalds. There are
two names, however, that when spoken aloud, arc
guaranteed to silence their boasting and tall talcs.
These names belong to the creatures known as Hafgufa
and Lyngbakr, two sea monsters of Immense size—so big.
in fact, that they lure their prey by mimicking entire
islands.
Hafgufa
Attested as the mother of sea monsters, Hafgufa Is a vast,
fish-shaped creature that dwells In the uncharted depths
at the edge of the world. Her name means "sea steam" and
old sailors say she sates her great appetite by consuming
whole ships, their crews, and every form of life which
dwells beneath the waves.
When Hafgufa hunts, she rests in shallow waters with
her nose and head |ust above the surface. Because of her
great size, they are easily mistaken for huge rocks by the
unsuspecting ships that wander too close
Lyngbakr
A colossal whale with rock - like skin. Lyngbakr* s name
means "heather back"—a reference to the creature’s most
common tactic for luring unlucky sailors to their doom
When partially submerged, Lyngbakr looks exactly like a
natural island covered In flowers. Explorers who make
landfall, however, quickly discover their fatal error when
the monstrous whale plunges into the depths, devouring
the drowned corpses at its leisure.
Bitt. Melee weapon Mock. *15 to hit. reach to ft. one target. Hit 24
(3d 10 • 8) piece ing damage
Toil Smosh. Meier Weapon Mock: »!5to hit. reach 10ft, one target. Hit.
17 (2d» ♦ H) bludgeonmg damage.
Strom Breath ¡Pechar ft S-6). Hafgufa exhales a 60- foot cone of
scaldmg steam Each creature In that area must succeed on a DC 22
Dexterity sating throw, takng 77 (22d6) (ire damage on a fated save, or
half as much damage on a successful one.
Legendary Actions
Halgufa un take J legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the
Languages end of another creature's turn. Hafgufa regains spent legendary actions
Challenge 22 141,000 HP) at the start of Its turn.
AmpMbioui. Hafgufa can breathe air and water Oetect. Hafgufa makes a Wisdom (Perceptron) check.
1 ependory Pttittooct <3.'Day). it Hafgufa fails a saving throw, she can Move. Hafgufa moves up to her speed
choose to succeed instead Feed (Cotts 3 Actions). Hafgufa sucks the water withm a 40 foot cone
Sreye Monster. Hafgufa deals double damage to objects and structures. toward her Each creature of I arge site or smaller that area must
make a DC 22 Strength saving throw or be pulled 40 feet toward
Actions Hafgufa Hafgufa lhen makes a bite attack against each creature
within range
Muftfof rock. Hafgufa makes one attack weh her bite and one attack
with hartad smash.
Lyngbakr Step* Nomter. lyngbakr deals double damage to objects and structures
Gorgontuan monitronty ttdon), unoHgned (Included m Water Displacing M<wement|
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack ‘IT to tut. reach 20 ft. one target. Hit: 32
301*10) 10(*0) K(*10) 3 (-41 21 f*2) 7 (-2) (SdS* 101 piercing damage.
Slam. Melee Weapon Attack, *17 to hit. reach 20 ft. one target. Hit
Saving Throw* STR «17, CON *17, Wt5 *12 21 (2d 10 * 101 bludgeoning damage
Skill* Perception <16 Woter O/spiacinp Movement. A* a bonus action after movingat least
Damage Immunities Bludgeoning, Piercing, and Slashing from 10 feet in the water, Lyngbakr can send a wave through the water in
Nonmagi cal Attack* a 120-foot-radius circle centered on Itself That area become*
Condition Immunities Frightened, Poisoned, Prone. Stunned diff'Kult terrain until the end of Lyngbakr'* neat turn. Each creature
Sense* Blindught 120 ft. Passive Perception 26 In that area that Is concentrating must succeed on a DC 25
Language* - Constitution savmgthrow or thecreature's concentration is broken.
Challenge 2 J 150^00 W>) The wave deal* 100 bludgeoning damage to all structures in contact
with the water in the area. Including ship* if a creature is near a
fchotocotion. lyngbakr can't use it* bimdsigbe while deafened structure that rs destroyed or cdlaptes. the creature might be struck by
Folse Appeor once. 2<h4e Lyngbakr remain* motiontes*. it Is debris, a creature within had the distance of the structure's height must
^distinguishable iron» an oidinary island make a DC 25 Derterity saving throw. On a tailed save, the creature take*
Freedom of Movement. I yngbakr ignore* difficult terrain, and magical 17 l5dG) bludgeoning damage. On a successful save, the creature takes
effect* can’t reduce it * speed or cause it to be rnrnmned. It can spend 5 half as much damage.
feet of movement to escape from nonmagic a I restraint* or bemg
grappled Legendary Actions
Lyngbakr can tak e 3 legendary actions, choosing from the option*
Hold Breath Lyngbakr can hold its breath for 3 days
below Only one legendary action option can be used at a time and only
Keen Hearing. Lyngbakr has advantage on Wisdom (Perception! checks
at the end of another creature's turn. Lyngbakr regains spent legendary
that rety on hearing. actions at the start of it* turn.
Iependory Resistance f J/OoyJ. If Lyngbakr tails a saving throw, it can
Slam (Co«t* 2 Action»). Lyngbakr make* one slam attack.
choose to *urcrod instead
Move, I yngbakr moves upto <ts speed
Mossive. Lyngbakr can carry up to 20.000 pounds of weight atop its
back, but move* at half speed if the weight eaceed* 10,000 pound*.
Hamingja
Medium ceieitfal, neutral good
Actions
Multiottaek, rhe hamingja makes two spinttblade attacks
Ithereofness. Tf-e hamingja enters the Ethereal Plane from the
Material Plane, or vice versa. It is visible on the Material Plane
while it is In the Border Ethereal, and vice versa, yet It can't affect
or be affected by anything on the other plane.
ipintblodt. Melee Weapon Mtock Hi to hit, reach 5 It., one target
JtíRMUNGANDR
Ute. Mvlee Weapon Attack. «18 to hit, reach 15 ft . one creature. Hit. 23
Gargontuon drogan (titan/. neutro/
(3dB ♦ 10| piercing damage, and the target must make a DC 21
Ar mot Class 22 (Natural Armor I Constitution saving throw. taking 32 (5dl2| poison damage on a fated
Hit Points 409(2t<I20 ‘189) save, or half as much damage on a successful one.
Speed 30 fl., swan 80 It Slam. Melee Weapon Attack • IB to hit. reach 20 It, one target. Hit 20
(3d6 ♦ 10) bludgeoning damage and 6 (Id 121 poison damage
STR DEX CON INT WIS CHA Toil.MefeeWeopooAttodr. *18toh4,reach20ft.,anetarg« Hit 23(308 I
30 {*101 ll(*0) 29(*9I 11 (*o> 22 (*6) 101*01 • 101 bludgeoning damage, and rf the target rs a creature, it n knocked
prone.
Saving Throws STR «18. CON *17. WtS *14
Devour. Melee Weapon Attack • 18 to hit. reach 5 ft., one targeL Hit 23
0am»(e Resistances Cold, Fire. Lightning. Thunder
(2dl2* lOJpierringdamageand 6(ld¡7l posen damage. If thetargrtis I
Damage Immunities Poison. Bludgeoning. Plertmg, and Slashing tram
a large or smaller creature grappled by Jõrmungandr, that creature is I
Nonmagical Attacks
swa (lowed, and the grapple ends. While swallowed, the creature is
Condition Immunities Charmed, Frçhtened, Paralyzed. Poecned,
blinded and restrained. it has total cover against attacks and other
Restrained
effects outsde Jõrmungandr. and it takes 42 I12d6l poison damage at
Senses Bkndsight 120 ft.. Passive Perc cption 16
the start of each of Jormungandr’s turns if Jõrmungandr takes 50
Languages
damage or more an a single turn from a creature inside it, Jõrmungandr I
Challenge 26 (90.000 XP|
must succeed on a DC 25 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which (all prone m a spate
Venom Sac* I Mythic Troit, Recharge* after a Short or long Rett). When
within 10 feet of Jõrmungandr. 4 Jõrmungandr dies, a swallowed
jõrmungandr is reduced to 0 hit points. 4 doesn't die or fall wnonscJous.
creature is no longer restrained by it and can escape from the corpse by I
Instead, the damage creates a acks in its Me. revealing Its venom sacs
uung 15 feet of movement, exiting prone.
jõrmungandr has low sacs two on its chest, one on its back, and one at
Poison Breath (Recharge S-t). Jõrmungandr exhales poisonous gas in a I
the base ol its tail. A venom sac has an AC of 22 and 100hit points tt Is
90 foot line. Each creoture tn that line must make a OC 22 Constitution
immune to bludgeoning, piercing, and slashing damage from
saving throw, taking 77 (22d6) poison damage on a failed save, or half as I
nonmapcal attacks, and it is Immune to all conditions. It it is torced to
make a saving throw, treat its ability scores as 101*01 i I two venom sacs much damage on a success/U one
are destroyed. Jormungandr’s person breath attack is reduced to 38
(1 ld6). If Jõrmungandr finishes a short or long rest. Its Me heals, any
Legendary Actions
destroyed sacs regenerate, its poison breath attack rs restored to full Jõrmungandr can take 3 legendary actions choosing from the optons
damage, and the sacs are covered again. Jõrmunga ndr d ies when all below Only one legendary action option can be used at a time and only I
venom sacs are destroyed at the end of another creature’s turn Jõrmungandr regains spent
legendary actions at the start of its turn
legendary Resistance (3/Ooy). If Jõrmungandr fails a saving throw, it
can choose to succeed instead Move, Jõrmungandr moves up to ha tt its speed
Magic Weapon*. Jõrmungandr's attacks count as magical for the TML Jõrmungandr makes one tail attack.
purpose of overcoming resistance and immunity to nonmagical attacks
Bite (Cost* 3 Actions). Jõrmungandr makes one bile attack
and damage.
Siege Monster. Jõrmungandr deals double damage to objects and Mythic Actions
structures It jormangandr's mythic trait is active, 4 can use the optnns below I
Spel-Resistant Hide. Jõrmungandr has advantage on saving ttrows as legendary actions for 1 hour after usmg Venom Sacs.
against spells, and any creature that makes a spell attack against Rampage, arm ungandr makr-. two attacks one with ns tail and onr
Jõrmungandr has disadvantage on the attack roll. w<th its slam.
Ei.djotunn
Eldfòtnar arc towering warriors that dwell In the fire
realm of Mtispellshelmr As such, they rise from the same
elemental heat that met and thawed the Ice of Nlflheimr in
the primordial void of Glnungagap From these drippings,
Ymir. the father of all fõtnar was bom.
Surtr'i Soldiers The eldfótnar comprise the legions of
Surtr and they will follow his flaming sword into battle at
the coming of Ragnarõk. Bifrõst, the bridge between
realms, will shatter as they ride across it and then all the
world will be engulfed in the flames of their advance.
Hrimthurs (Rime-Giant)
Sometimes glossed as "frost ■ giants." hrimthursar were
among the first fõtnar. birthed from Ymir's sweat in the
primordial Rime of the Élivágai rivers at the dawn of time.
Beings of elemental cold, they arc proper giants, dwarfing
humanoid races and rivaling even classical storm giants in
height.
Wimer Warriors. Hnmthursar dwell In the out lands of
(Otunhelmr, making their halls In the gnm, primeval
forests and lofty mountains where the winters never cease
Their rising at the Twilight of the Gods will similarly be
signaled by the spread of a harsh, unending winter that
will stifle all life on Miògaròr
Hrimthurs and EldjOtunn
As noted above, the many variants of jbinar could fill an entire
dedicated bestiary on their own For this reason, the
attestations and details oí these diverse beings will be
explored further in Thieves' Cant Games' next installment of
the Gnmnir's lore series: The Soo* of Jotnat.
The hrimthurs and eldjOtunn. giants of primordial ice and
fire that figure prominently In the events of RagnarOk. are
detailed here. Together, they represent two dichotomous
forces of elemental power necessary for both creation and
destruction. As the jbtnar most recognizable from popular
fantasy, these beings will also likely have greater application
tn the typical DAD campagn than other jdtunn variants.
I I Ololl XX
Huge giant. neutral
Actions
Muftiotrock. The eidjdtunn makes two melee weapon attacks
G reo rsword. Mr.'te Weapon Attack; »14 to hit, teach 10 ft. one
target. Hit 20 (3d 12 • 9| slashing damage, plus 7 (2d6) fire damage.
Molten Rock. «oopedWeoporrAttodr. «14 to hrt,range 60/240 ft.
one target HitJl (4dl0 • 9| bludgeoning damage, plus 7 (2d6| fire
damage if the target is a creature or a flam mabie object. It ignites.
Until a creature takes an action to douse the Are. the target takes 5
lidio- fire damage at tlie start of each of its turns
Touch. Mefoe Wrcpon Arrocfc ♦ 14 to hit, roach 5 ft., one target Hit
1312d6 ♦ 6) fi»» damage. 1 the target is a creature or a flammable
object. it ignites. Until a creature takes an action to douse the fire,
the target takes 51 IdlO) fire damage at the start of each oí its
turns.
35
LlNDWYRM
Lindwyrms are cunning, serpent - like creatures of draconic
origin that stalk untamed forests, murky swamps and
Ughtless caves. Their scaled bodies are long and sinuous,
like that of a snake—though they travel over ground on
two or four legs.
The breath of a llndwyrm Is deadly poison, but unlike it#
proper dragon cousins, a llndwyrm cannot fly They are
deceptively agile for their size, however, and many a
wouW-be worm-slayer has met their untimely end by
underestimating their tactics
Dangerous Ground. Viciously territorial and deeply vain,
lindwyrms know their domains well and are adept at using
the Landscape to their utmost advantage In combat, they
delight in ambushing their prey and luring intruders into
clever traps of their own devising.
LlNDWYRM Bite. Mefee Weopoo Attack- • to to h*t. reach 10 ft.. one target Hit 22
Huge dragon, neutral evil
(3d 10 • 6) piercing damage plus 11 (2dl0) poison damage
Constrict. Mdee Weapon Attack «10 to IM. reach 5 ft. one Large or
smaller creature. Mt. 22 (3dl0 • 61 btudgeenrog damage. The target is
grappled lescape DC 16). Until this grapple ends, the creature is
restrained, andthelindwyrm can't constrict another target.
STB SwoUow. 1 he llndwyrm makes one bite attack agaeist a Medium or
23(*€) smaller target It is grappling. If the attack hits, the target Is also
swallowed and the grapple ends. While swallowed, the target is blinded
Skills Perceptron *6. Stealth *7 and restrained, It has total cover against attacks and other effects
Damage Immunities Poison outside the llndwyrm. and It takes 21 (606! acid damage at the start of
Condition knmunrtws Porsoned each of the leidwyrm’s turns A llndwyrm can have only one creature
Senses Darkvlsioo 90 ft., T<emorsense20 ft. Passive Perception 16 swallowed at a time.
Languages Common, Draconic Il the llndwyrm takes 30 damage or more on a single turn from the
Challenge 11 (7,200 XP) swallowed creature, the tndwyrm must succeed on a DC 14 Constitution
saving throw at the end of that turn or regurgitate the creature, which
SurprHeAttatk. if thelmdwyrm surprises a creature and hits fl with tais prone in a space within 10 feet of the Indwyrm If the 6 ndwyrm dies,
an attack during the first round of combat, the target takes an extra a swallowed crcatire is no longer restrained try fl and ran escape from
7I2d6l damage from the attack. the corpse by using 14 feet of movement, eating prone.
Poison Breath (Recharge 5-i). The llndwyrm exhales venom In a 20-toot
Actions cone. Each creature In that cone must make a DC 16 Dexterity saving
Mullía ttack. The llndwyrm makes two attacks: one with its bite and one throw, taking 66112dl0l poison damage on a faded save, or half as much
to constrict. damage on a successfiJ one.
r 36
While most lindwyrms can assume no other form than that t
of wingless snake like dragon, Fafnir was not bom a
serpent Once a highly-reputed Dwarvrn berserker with
many deeds to his name, Fafnir was the pride of his
father's house. But when his father foolishly broke host
custom and ransomed the gods for gold, Fafnir was
overcome by an ancient curse that had been pLu'ed on the
treasure. Consumed by greed, he eventually murdered his
father, seizing the hoard for himself. Trusting no one, the
murderous son carried his ill-gotten gains far from
civilization Into the dark of an ancient wood. Deep in the
shadows of a secret cave, Fafnir Jealously guarded and
counted his gold as the years passed. Slowly, the curse
transformed him into the covetous monster he is today.
In his current form. Fafnir is an unusually swift and
strong lindwyrm with no desire but to protect Ills hoard
and grow it further if possible He has nothing to gain by
retreat, and will take any measure necessary to secure his
treasure, fighting to the death if necessary.
Armor Clru 12
Hit Point* 39 <6d8 ♦ 12)
Spood 10 ft., swim 40 ft
I.AIR ACTIONS
(Xi initiative count 2O( losing initiative ties), Niôhòggr can
take a lair action to cause one of the fallowing effects. It
can't use the same effect two rounds in a row
44
Nokk
Nokkar arc mercurial, shapcchanging spirits that inhabit
bodies of water. They arc natural enchanters but vary
widely in disposition and so may choose to use their power
for good or Ul
A nokk's humanoid form can be male, female, or
without gender and can also shift throughout their
lifespan They lack the modesty of other species and have
no taboos regarding nudity, though a no Ide might present
itself in dripping wet clothes that are otherwise
appropriate to the onlooker, should such
better suit its mood or purpose.
A nokk with wicked intent (or one that is forced to
defend itself) will take advantage of its natural
environment, where it can become invisible at will. Using
Its various charms, the spirit will draw a target into the
water with itself. Once submerged, the nokk will maintain
the enchantment as long as possible, weaving Its hypnotic
song until the target allows itself to drown.
Singing Succor. A nokk's song is not only a weapon but
can have restorative power as well. Indeed, obtaining the
goodwill of such a spirit can mean the difference between
life and death for a traveler in need. Nokkar hove also been
known to raise the fortunes of an individual, provided
something of suitable value is offered in return.
Foraf Steed. In conditions of heavy fog, some nokkar may
venture from their domain in the form of a white horse
Unwary souls who attempt to ride the polymorphed nokk
will find themselves unable to dismount and driving hard is wearing or carryingisn t tranitormed it revert 4 to its true
toward a watery doom at the bottom of the nokk's lair. it <fcC4.
A creature that touches the nakk wfvle It is in hone farm must
succeed on a DC 16 Strength saving throw or become grappled
I Escape DC 16). Until the grapple ends, t he tar get« restrained and
Nokk
Medium fey. any alignment considered riding the nokk as an uncontrolled mount The nokk
can end this effect at will.
Armor Clan 15 (Natural Armor)
¡ Hit Points JI (7dB) Actions
Spaed JO ft., swim 30 ft. Slam. Melee weapon attack «Oto hit. reach 5 ft ..one target Hit
1 bludgeoning damage
STR DEX CON INT WIS CHA Drowning Song. The nekk chooses one humanoid «can see
10 (*01 16 («3) 11W) 15 i *2) 131*3) IS (*4) within 150 feet oí It If the target can hear the nakfa the target
must succeed on a DC 14 Wisdom saving throw or be mage ally
Skills Deception «6. Performance •!. Persuasion <6 c/iorrned while the nokk maintains concentration, up to 10
t Damage Resistances Psychic minutes las if concentrating on a spell),
Damage Immunities Poison The chormed target a incapoataied and instead of holdmg its
■ Condition Immunities Charmed. Frightened. Poisoned breath inderwater it tries to breathe normally, immediately
I Sc nsei paservv Prrrrpturn 11 running out of breath unless « can breathe water
I Languages Common, Sylvan If the charmed target is more than 5 feet away from the nokk.
Challenge 2 (450XP) the target must move on its turn towardthe nokk bythe mod
direct route, trying to get within 5 feet. It doesn’t avoid
Amphibiout Music. I he nokk can breathe air and water tt can also opportiairty attacks.
I sing and be heard underwater, The effect ends if the target can no longer hear the nokk. Before
innote Speilcomng, "he nokk's spekcastmg ability Is Chansma moving Into damaging terrain, such as a campfire or a pc and
(spell save DC 14). It can innately cast the following spells, whenever it takes damage from a source other than the nokk or
inquiring no material components drowrang, the target can repeat the savmg throw Acharmed
target can also repeat the saving throw at the end of each o< its
At will friends
turns. If the saving throw is success! U, the effect ends on It
I 3/day cokn emotions, charm person A target that successfully saves has advantage on saving throws
I li'day each enthrall against the nokk's Drowning Song for 24 hours
Aquatic InvidblUty. If Immersed in water, the nokk can make itself Sweet Song of Rett Creatures of the nokk's choice who can hear
invrsiWr as a bonus action. It remains irwaibfe untilrtleaves the its performance during a long rest regain all spent Hit Dice and
water, ends the etvslbi*ty as a bonus action, or dies. gain 10 temporary ht points
45
FOSSEGRIM r
Few nokkar's names are known to mortals—or if they an? Actions
known, it is In the cautionary tales of grim villagers, with
Bardic incplration (1/iong ar chart rett). As a bonus action.
monikers like “the fair maid of the river” and so forth Fossegrim can give one chosen creature (o ther than hen) a <K
Fossegrim is the exception. inspeation die The chosen creature must be within 60 feet of
A renowned skald and master musician, the tales of
Fosseghm and able to hear him O nce w ithin the next 10
Fossegrim's virtuosity have spread far and wide. These
minutes, the creature can roll the die and add the number
legends speak of a mirthful spirit that dwells in the fine
rolled to one ability check, attack roll, or saving throw it
mist of a waterfall, whose mystic lays can compel the
makes. The creature can u se t he inspirat ion die after the roll is
mighty to yield and the lame to dance.
made but before the DM says whether it succeeds or falls Once
Hidden Teacher. Fossegrim is a wise spirit and may be
the inspiration die is rolled, it is lost A creature can have only
inclined to share his knowledge, should a worthy student
one inspiration die at a time.
present them self. This hope has led many a would-be
apprentice to leave home and hearth with the goal of Stem. Meter weapon attack «Oto ha. reach} ft, one target Hr
) bludgeoning damage
learning his secrets It is said that the teachings of
Fossegrim will cause the fingers of his students to Taunt llDay/. Fossegrim can use a bonus action on hrs turn to
bleed, though once learned, the resulting music can target one creature within .10 feet of IL If the target can hear
command the very trees to attend and move In time Fossegrim, the target must succeed on a DC 17 Charisma saving
throw or have disadvantage on ability checks, attack rolls, and
saving throws until the start of Fossegn m's next turn
Fossegrim
Medrum fey, any alignment Drowning Song. Fossegrim chooses one humano*) he can see
wkhin 150 feet of him If the target can hear Fossegnm. the target
must succeed on a DC 17 Wisdom saving throw or be magically
chormed while Fossegnm maintains concentration, up to 10
mmutes (as rf concentrating on a spell
The cbormed target is incapacitated and instead of holding its
STR DEX CON INT WIS CHA breath underwater it tries to breathe normally, immediately
10|*0| U(M| 12 (*1) 15 (*2) 161*31 21 (*5) running out of breath unless It can breathe water
If the charmed target is more than 5 feet away from Fossegrim.
Saving Throws WIS *6, CHA •# the target must move on its turn toward Fossegrim by the
Skill» Insight -6. Percepoon ‘6. Performance • 1 J. Persuasion »A direct route, trying to get within 5 feet It donnT avoid
Damage Resistances Psychic opportunity attacks
Damage Immunities Poison The effect ends If the target can no longer hear Fossegrim.
Condition Immunities Charmed. Frightened. Poisoned Before moving into damaging terrain, such as a campfire or a pit
Sen »es passive Perception 16 and whenever <t takes damage from a source other than Fossegnm
Languages Common. Dwarvlsh. Elvish, Giant Sytvan or drowning, the target can repeat the saving throw. A charmed
target can also repeat the saving throw at the end of each of its
Challenge 7 (2300 XP)
turns if the sawng throw Is successful, the effect ends on it.
Amptiibroui Musk. Fossegnm can breathe a« and watet. He can A taiget that successfully saves has advantage on saving throws
also ung and be heard underwater. against the Fossegrim's Drowiwig Song for24 hours.
Innate Spellcacting. Fauegnm's spellcmting atxkty n Chansma Sweet Song of Best. Creatures of Fossegnm's choice who can hear
(spell save DC 17). He can innately cast the following speBs, his performance during a long rest regam all spent Hit Dice and
gain 10 temporary hit pools
requiring no motenal components
At will; fnendt. tncloui mockery
1
3,‘day calm emotrom, charm penan, tirçge&on
Vdoy each enthrall, Mdeoui laughter. otto s irresistible dance
Aquatic ImMbiNty. if immersed in water, Fossegrim can make
himself iiwisible as a bonus action. It remains rnvisiWe until he
leaves the water, ends the mviwbikty as a bonus action, ar dies
Brook Norse. Fmsegnm can use his action to polymorph erto a
ndmg horw or back into his true form While m this form he retains
his alignment, personality, and intelligence, Wisdom, and
Charisma scores, as well as his Amphibious trait Any equipment
he is wean ng or carrpng isn't transformed. He reverts to his true
town «f he the*
A creature that touches Fossegrim while he is in horse form
must succeed on a DC 16 Strength saving throw or become
grappled (Escape DC 16). Until the grapple ends, the target is
rntiained and considered tiding Fossegrim as an uncontrolled
mount. Fossegrim
Valkyrie
Warriors who die well in battle are honored by the£sir.
Half of these join Freya on the shining field of Fólkvangr,
where they are honored and made part of her revered host.
The other half are borne to Valhalla by female riders that
serve the AU- father directly. Those fallen warriors become
die Einherjar and the shieidmaidens that choose them
from among the slain are called valkyrjar.
Peerless Warrtoresus. A Valkyrie's existence is in all ways
oriented around the practice of war. As such, they arc
consummate shieidmaidens, given names that often evoke
the crush of battle, such as “helm-crasher," "tumult,"
and "victory-rune." When they appear, they are usually
clad tn mail and mounted on warhorses that can traverse
the very sky.
Odin "» Handmaidens. Although not born of the mortal
realm, valkyrjat often serve as an extension of the All
father's will in Miògardr Those tasked with this duty may
Interact a great deal with mortals and some forge
meaningful relationships over time. The outcome of more
than one battle has been decided because such a Valkyrie
chose to enter the fray alongside individuals that earned
their respect or exhibited great valor.
There are even attestations of love- relationships
existing between valkyrjar and certain heroes, occasionally
resulting tn marriage or children.
4?
Vai.kyrif equipment it I* wearing or carrying, While mounted and not
Medium cele diol, lawful neutral incapacitated, the vakyrie can't be surprised. and both it and its mount
have advantage on Dexterity saving throws. If the valkyne is reduced to 0
Armor Class 20 (Natural. Shield) hit points while tiding Its mount, the mount is reduced to 0 ha points as
MM Point* 161I17d8 ♦ 851 well
Speed 30 ft
Actions
STB DEX CON IMT WIS CHA Muf tfottack. The valkyne makes two attacks with Its radiant spear
JOI’S) 161*3) 201*5) 1S(*J) JI 1*5) 191*4)
Jtodrant Spear. Metae Weapon Mock: ‘9 to hit, reach 10 ft., one target
Hit 12 (2d6 • 5) piercing damage plus 10I3d6l radiant d amage
Saving Throw* STR «9, CON *9, WIS «9, CHA «8
Skill* Athletic* *9, History *6, invght *9, Perception «9 Choose rhe Stain. I he vakyrie targets a humanoid within 10 feet of it
Damage Immunities Radiant that ha* been dead for no longer than 1 minute and died bravely. The
Condition Immunities C hatmed. Exhaustion, f tigh tened target's spirt rises as an Emherji warrior ei the space of its corpse or In
Sense* Truesight 120 ft. Passive Perception 19 the nearest unoccupied space. The Elnherji is friendly to the valkyne and
languages Common follows its verbal commands I no action tequ>red| The vakyrie can have
Challenge 12 IB.400 XP) no mere than seven Emberjar under its command at one time
fndomitoNe (2/Dcy). if the vaikyrle fails a saving throw. It can choose to Legendary Actions
succeed instead. The vakyrie can take 3 legendary actions, choosing from the options
Innate Spedcatting. The valkync's ipellcasting ability is Wisdom (sped below. Only one legendary action option can be used at a time and on»y
save DC 17, *9 to hit with spell attacks! Thevakynecan Innately cast at the end of another creature's turn. The vakyrie regains spent
the following spells, requinngno material components: legendary action* at the start of its turn.
Atta ck. The valkyne makes a r adía nt spear att ack or cast s guiding bolt
Al will: command, guiding boll. ipare the dying
1/dayoach: crutoder't montle Command Ally. The valkyne targets one ally it can see withm 30 feet of
It. If the target can see and hear the valkyne, the target can make one
Magic RetiMonce. T he valkyne has advantage on saving throws against
weapon attack as a reaction and gains advantage on the attack rolL
spelts and other mapcal effects.
Coordinated Assault (Costs 2 Actions). Th* valkynemake* a radiant
Mount, if the valkyrie isn't mounted, it can use a bonus action to
spear attack, and then its mount can use fls reaction to make a melee
mapcally teleport onto the pegatia serving as its moint, provided the
weapon attack
valkyrie and it* mount are on the same plane of existence. When it
teleports, the vakyrie appear* astride the mount, along with any
SANNCRIUR, VALKVRII PARAGON
Medium celestioi, Imvful neutral
Choose the Slowi. San ngridr targets a humanrwi within 10 feet of Command ANy. Sanngndr targets one aUy she can see within 30
i her that has been dead for no longer than 1 minute and died feet of her. if the target can see and hear Sanngndr. the target
1 bravely The target's spirit rises as an Ei nherji warrior in the space can make one weapon attack as a reaction and gains advantage
r* o< its corpse or in the nearest unoccupied space. The Bribery is on the attack roll.
friendly to Sanngrldr and follows her verbal commands (no action Coordinated Assault I Costs 2 Actions). Sanngridr makesa
requredl. Sarmgrtftr can have no more than seven Einherjar under radiant spear attack, and then her mount can use Its reaction to
her command at one time. make a melee weapon attach.
49
VALRAVN
In every culture, there is a story of a creature that
embodies some of the most deeply buried fears lurking In
their collective unconscious - a monster composed of pure
malice and insidious darkness For Norse peoples, this role
is filled by a shapeshifting terror known as the valravn.
A valravn isa fallen hjalnur, a helmed warrior that can
assume humanoid, raven, or half - bestial form. They are
deadly fighters with blade and shield, augmenting their
martial prowess with eldritrh magic.
Raven of the Stain. Norse skalds, who generally avoided
binary depictions of good and evil, described the origins of
a valravn as a gruesome ritual beginning with the death of
a royal individual or an Innocent Should a raven be
permitted to feast on the corpse or heartsblood of such a
person, a valravn could emerge, shedding its animal shape.
For this reason, when a king or queen falls in battk*, their
corpse must always be recovered and given proper burial
rites, lest it fall prey to battlefield scavengers and create an
unthinkable horror.
Shapeshifting Villains. A valravn retains the wisdom of
the being from which It spawned, as well as that of any
creature whose heart It devours. They can pass for human
and will take advantage of this fact to manipulate their
victims, often striking predatory bargains with individuals
in need to further their dark aims.
Legendary Evil. A valravn is a tough foe that can serve as
a longterm antagonist to a party of adventurers. For less
formidable encounters, you can adjust its difficulty by
ignoring or reducing the number of their legendary
actions
i
24 (*T) 151*2) 21(*51 111*01 16 (»3) »l-l)
Keen Hearing and Smell. T he vargr has advantage on Wisdom Meen Hearing and Smell. lhe harrier has advantage on
(Perception) checks that rely on heanng or smell. Wisdom (Perception) checks that rely on hearing or smell.
Pock Tactics The vargr has advantage on attack tols agamst a Pock Tactic». Ti* harrier has advantage on attack tolls agamst a
creature K at least one of the vargr's allies is within 5 feet of the creature it at least one of the harrier's allies is within 5 feet at the
creature and the ally isn't incapacItated. creature and the ally isn't incapacitated
Actions Actions
Muttiattack. The vary makes two melee attacks. Muitlottoch. The harrier makes two melee attacks
Bending Bite. Melee Weapon Mock «9 to hit. reach 5 ft, one Heading Bite. Matte Weapon Mock • 12 to Nt, reach 5 ft,
target. Hit. 17 (2d 10 ♦ 6) piercing damage If the target is a target Hit lB(2dlO* 7) piercing damage If the target is a
creature, it mint succeed on a DC 16 Strength saving throw or be creature, it must succeed on a DC 18 Strength sawng throw or be
knocked prone If the target Is already prone, the vargr can make knocked prone, If the target is already prone, the harrier can make
one bite attack agamst it as a bonus action, one bite attack against it as a bonus action
ffovenlng Feost The vargr feasts on the corpse o< one enemy ftovenrnp Feast. The harrier leasts on the corpse of one enemy
within 5 feet of it that died within the past minute, gaining 10 within 5 leet of H that died within the past minute, gaining 10
tern por ary hit points for the ne«t 10 minutes Each creature of the temporary hit points lor the neat 10 minutes. Each creature of the
vatgr’s choice that is imthm 60 feet of it and able to see x must harrier's choice that Is within 60 feet of it and able to see X must
succeed on a DC 15 Wisdom saving throw or be frightenedof it lor succeed on a DC 16 Wisdom sad ng thr ow or be frightened of >t for
1 minute. A creature can repeat tlie sawng throw at the end of 1 minute. A creature can repeat the saving throw at the end of
each of Ks turns, ending the effect an Itself on a success. If a each of its turns, endmg the effect on itself on a success if a
creature s saving throw is successful or the effect ends for It, the creature's saving thro* n successful or the effect ends far it. the
creature is immune to the vargr s Ravening Feast for the next 24 creature is immune to the harrier's Ravening Feast for the nest 24
VÕRDR
A võrôr is a kind of guardian spirit that watches over a soul
through ail the days of their life. They are incorporeal
beings but can manifest certain minor effects in the
physical world, appearing, very rarely, as aspark of light
or humanoid shape.
Lingering Bond Some varòir manage to endure beyond
the death of their ward soul, perhaps afflicting an
individual tied to the loss or lingering in a place of
personal significance. A bereft vdrdr might respond kindly
toward those willing to avenge their fallen companion or
complete an unfinished task on their behalf
With the DM’s permission, a person who casts the find
familiar spell can choose to conjure a vtirftr instead of the
listed options.
Vow OR
Tiny celestial. neutro! good
Armor Class 11
Hrt Points 5 <2d4)
Speed Oft, By 50 ft
actions
Superior Invisibility. The VOrdr and ns light maglcaRy become
invisible until its concentration ends (as II concentrating on a
spell)
Chapter 2:
Player Options
55
Hau and Hihitage LIÕSÁI.FH
As a Ijósálfr, you possess a disciplined mind, well - adapted
Though their realms and creations arc wonderous in
to the pursuit of higher knowledge and arcane power. As a
nature, the attestations of the Alfar suggest their society is
being closely tied to primordial light, you can call upon the
structured much like that of humans Their leaders rule
radiant energy within your soul, dispelling darkness at
from large halls, which are multipurpose buildings serving
will.
both as home and as gathering place. Those who build
Dwelling In vast halls of near-celestialbeauty.the
halls use them to maintain rhe support of their retainers by
IjósAlfar are somewhat more removed from the mundane
hearing their petitions and rewarding loyalty with feasting
affairs of the world than their dôkkãlfar kin The light elves
and gifts.
regard host-obligation as an inviolable bond, however,
and the gleaming walls of their homes are built for more
ÁI.IR Names than just the pursuit of mystic wisdom. When Ragnarôk
Allr names typically have meanings that express traits comes, it is the Ijõsálfar who will provide shelter to the
which are valued In their culture, or which are associated souls of the dead through die destruction of the world.
with images of light or darkness. Alfar do not normally They see themselves as stewards and guardians,
have surnames, relying instead on nicknames. They also preserving the past for the world reborn
use patronymics and metronymics (“son of. " or Ljósálfar can be of any complexion, but their features
"daughter of.."). have an otherworldly aspect and their skin has shining,
Mak Names: Alviss, Bláinn. Durinn, Fáinn, Finnr, Gloni, almost luminous quality
Hanan Brighter than the Sun. You know the light cantrip Once
Female Names: Astrid, livala, Uv, Revna, Runa, Solvelg, you reach 3rd level, you can cast the daylight spell once
Thyra, Tove with this trait as a 3rd-level spell, centered on yourself
When you cast daylight using this feature, you become
heavily obscured for the duration, and you must complete
Ái ir Traits a long rest before you can do so again Charisma Is your
Your Alfr character has a variety of natural abilities, rhe spellcasting ability for these spells
result of thousands of years of álfr tradition. Ability Score Increase. Your Charisma score increases by
Ability Score Increase. Your Dexterity Increases by 2. 1.
Age Since the lifespan of Alfar is not directly addressed
In any extant Norse text, we have no reason to believe they D0KKÁ1 I H
live any longer than humans. But given their association As a dõkkálfr, you possess the same fey lineage as your
with ancient knowledge and otherworldly realms, It can be Ijõsálfar kin but come from a hardier people that are well-
thematically useful to treat them like traditional elves In acquainted with physical labor and passionate revelry You
this regard. If this is the Dungeon Master's preference, were born of primordial darkness and can call upon its
Alfar reach physical maturity at about the same age as essence to shroud you within its shadowy folds.
humans. However, the alfar understanding of adulthood Born of kingdoms far beneath the surface of Alfhelmr,
goes beyond physical growth to encompass worldly dòkkálfar society Is rooted In the ways of the forge and the
experience. Anã Ifr typically claims adulthood around the deep magic of theearth. Their cavern-like halls are hewn
age of too and can live to be 750 years old. directly from the rock Itself but are no less magnificent
Alignment. Alfar see themselves as existing outside the than the shining structures of their surface-dwelling kin
eternal struggle and have only an indirect role attested In The dark elves place great value on lineage, but also
Ragnarúk For this reason, they tend toward neutrality and personal achievement A dõkkálfr can typically recite the
can seem somewhat aloof by the standards of other races. names of their entire bloodline for several generations, as
Though their creations serve both the/Esir and jdtnar, they well as their most noteworthy individual creations. They
value honor, respecting skill over concepts of virtue or see themselves as the inheritors of a great legacy, eageT to
villainy build upon that foundation.
Site. Alfar range from under s to over 6 feet tall and hove Dõkkálfar have skin the color of charcoal or pitch, which
varying builds according to their training. Your size Is seems to absorb the light rather than reflect it.
Medium. Ability Score Increase Your Strength score increases by
Speed. Your base walking speed is 30 feet 2, your Constitution score increases by 2, or both your
Darkvision. A Ijósálfr's vision transcends normal light Strength and Constitution increase by 1 (your choice).
while a dõkkálfr'5 is accustomed to underground caverns Superior Darkvision. Your darkvision has a radius of 120
You have superior vision in dark and dim conditions You feet
can see in dim light within 60 feet of you as if it were Sunlight Sensitivity. You have disadvantage on attack
bright light, and in darkness as if it were dim light. You rolls and on Wisdom (Perception) checks that rely on sight
can't discern color In darkness, only shades uf gray. when you, the target of your attack, or whatever you are
Keen Semes. You have proficiency In the Perception skill trying to perceive is in direct sunlight
Fey Ancestry. You have advantage on saving throws Dõkkálfr Magic. You know the mending cantnp. When
against being charmed. and magic can't put you to sleep you reach )rd level, you can cast the identify spell once with
Languages. You can speak, read, and write Common, this trait and regain the ability to do so when you finish a
Elvish and Undercommon long rest. When you reach 5th level, you can cast the
Subnue Two Mibraces of Alfar exist In the nine realms darkness spell once with this trait and regain the ability to
Ifósãlfar and dõlddlfar Choose one of these subraces. do so when you finish a long rest. Charisma Is your
spellcasting ability for these spells.
57
Chapter 3:
Magic Items
Legendary Magic
1
Hromund then looted the sword and rested it on his knee, and
saitt "Tril me now, how many men did you defeat in duels
with Mistllrein."
‘Tour hundred and twenty," said the draw, "and I never
received a graze... “
—Unknown Skald, HrdmundarsogaGripsumar
Translated by Gavin Chappell
GLEIPNIR
WondroiH Item, artifact
Gleipnir is a fine-linked chain of exquisite craftsmanship.
Wrought at the behest of Odin as an unbreakable binding
by the dwarven smiths Brokkr and Eitri, Gleipnir is
invested with powerful magic, but appears and feels as
light as a silk ribbon
You can use an action to place this chain on a willing ot
incapacitated creature. The chain ad justs to fit a creature of
any state. A creature that Is bound with Gleipnir is
restrained In addition, the chain prevents the creature
from using any method of extradimensional movement,
including teleportation or travel to a different plane of
existence The chain doesn't prevent the creature from
passing through an interdimensional portal.
You and any creature you designate when you use the
chain can use an action to remove it. Once every jo days,
the bound creature can m ake a DC 50 S trength {Athletics)
check. On a success, the creature breaks free and destroys
the chain.
When the day of RagnarOk arrives, a creature bound with
Gleipnir can make a DC 5 Strength (Athletics) check. On a
success, the creature breaks free and destroys the chain.
MlSIII IKINN
Weapon (longwordf, artifact (requires attunement)
You gain a • J bonus to attack and damage rolls made with
this magic weapon. In addition, the weapon ignores
resistance to slashing damage.
When you attack a creature with this weapon and roll a
20 on the attack roll, that target takes an extra U slashing
damage. Then mil another dzo. If you roll a 20, you cut off
one of the creature's heads The creature die* If it can't
survive without the lost head A creature is Immune to this
effect if It Is Immune to slashing damage, doesn't have or
need a head, has legendary actions, or the DM decides that
thecrearure is too big fot Its head to he cut off with this
weapon. Such a creature instead takes an extra odS
slashing damage from the hit.
In addition, the weapon has the following properties:
Ruiner. When you attack an object with this magic sword
and hit, maximize your weapon damage dice against the
target
Obsessive Vigilance. This magic weapon warns you of
danger. W hile the weapon is on your person, you have
advantage on initiative rolls. In addition, you can't be
surprised, except when Incapacitated by something other
than nonmagical sleep.The weapon magically awakens
you if you are sleeping naturally when combat begins.
Flow. Mistilteinn makes Its wielder proud and boastful.
While attuned to the weapon, you gain the following flaw
"I brag about my exploits and I refuse to back down from
challenges."
Sentience Mistilteinn isa sentient, lawful neutral
weapon with an Inte lligence of 6, a Wisdom of 15. and a
Charisma of to. It can see and hear out to 120 feet and has
darkvision, it communicates by transmitting emotions to
Its wielder, although on rare occasions it uses a limited
form of telepathy to bring to the wielder’s mind a few lines
of ancient skaldic poetry
(•mortality. Mistilteinn isgnm, suspicious, and greedy
It desires above all to serve a warrior of great renown,
recognized as both wealthy and powerful It disdains
cowards but Is not above its wielder resorting to treachery
or sorcery to maintain its position—and silently urges its
owner to do anything necessary to achieve that end.
Proficiency with a longsword allows you to add your
proficiency bonus to the attack roll for any attack you
make with Mistilteinn.
59
Appendix:
Monster Lists
Stat Blocks by Type
Blasis
Hábrók
Celestials
Einhcrji Hero
Einherjl Warrior
Fox Fylgja of Ljósálf r Sciôdróttinn
Hamlngfa
Sanngrlftr, Valkyrie Paragon
Valkyrie
Valravn
C'ONSTRl ITS
GulUnbuntl
Dragons
Jürmungandr
Fafnir, Eldtr Itch Llndwyrm
Lind wy rm
Nidhhggr
Fey
Hulder
Mara (Night-Rider)
N«kk
Fossegrim
Giants
Eldjdtunn
Hrlmthurs (Rime-Giant)
Humanoids
DOkkálfr Drcng
Dõkkãlfr Hirdwarrior
Dõkkálfr Huskarl
Dõkkálfr fail
Ljósãlfr Dr eng
Ljósãlfr Huskarl
Ljósãlfr Seiàdróttinn
Ljósãlfr Thegn
Martolk
Monstrosities
Brunnrnlgi
Fcnrir
Garni r
Hafgufa
Lyngbakr
Vatgr
Vargr Harrier (Hat! and Skfill)
VOrftr
(jNpl-AD
Draugt
Gjcngangr
Haughul
Thrãln (Draugr-Lord)
Challenge 17 (18.000 XP)
Fafnir, Eldtritch Lindwyrm
Stat Blocks by CR Valravn
CHaÜÍngE 14(11.500X1')
Hábrõk
Creatures by Environment Hill Creatures
Grassland Creatures
Unoerdark Creatures
Creatures Challenge (XP)
Creatures Challenge (XP)
Einhetp Wamor 3Í700XPI
Dbkkãlfr Dreng 3(700XP)
Brunnmigi 7 (2,900 XP)
Gjengangr 4 (1.100 XP)
Vargr 7 (2,900 XP)
Dokkálfr Hlrdwamor 5 (1,800 XP)
Emherji Hero 8 (3,900 XP)
DOkkWr Húskart 9 (5,000 XP)
Gullmbursti 12 (8,400 XP)
Draugr 9 (5,000 XP)
Valkyrie 12 (8,400 XP)
Garmr 11 (7J00 XP)
Vargr Harrier (Hati and ShOII) 13 (10,000 XP)
Lindwyrm 11 (7JOO XP)
Sanngridr, Valkyrie Paragon 21 (33,000 XP)
Doktólfr Jarl 12 (8.400 XP)
Eldfdtunn 13 (10,000XP)
Valravn 17(l8,000XP)
Thráln IDraugr-Lord) 2K33.000XP)
Underwater Creatures
Creature* Challenge (XP)
Urmn/Settlement Creatures
Creature* Challenge (XP)
Fox Fylgja of Ljósãlfr SelMrómnn O(IOXP)
Vd’dr 1/4(5OXP)
Emherjar Warrior 3 (700 MP)
IjóUífr Drang 3(700XP|
Gjengangr 4 (1,100 XP)
Hammgja 5 (1,800 XP)
Haugbui 5 (1,800 XP)
Uówblfr Thegn 6 (2,300 XP)
Bninnmigi 7 (2,900 XP)
Emhrr|ar Hero 8 (3,900 XP)
Mara (Night-Rider 1 8 (3,900 XP)
yóUlfr Hihkari 9 (5,000 XP)
yóMHfr Seiftdrónmn 12 (8,400 XP)
Includes