POWER DICE ACTIONS 151 LEGENDARY ACTIONS Tier I to V Your lair encompasses a cave, a mountainside and a herd of deer. Lair action: add a friendly deer to the battle (roll initiative) Tier I to V Legendary action: After you take damage from an enemy, they must make a WIS save or be stunned for 1 round. Tier I 1 Magic Heart Self, special Reaction Action When you are targeted with a spell, after resolving it, you may store it in your core. While you have a spell stored, you boost your AC and to-hit rolls by the spell’s level. As a bonus action you may release and cast the spell with save DC boosted by your Tier 2 Retreat Self Free Action Perform a disengage action 3 Aura of Domination 120’ Radius Bonus Action Creatures of lower level within 120’ lose immunity to charm or illusions. These effects last until you next roll a power die. 4 Mesmerizing Song Self radius 60’, CHA save to negate Bonus Action Anyone caught in the area of effect must successfully save or be charmed for 1 minute Tier II 5 Regeneration Self or Reach Bonus Action Heal 2d12 per Tier to self or an adjacent combatant 6 Riposte Reach/Range Reaction Action After being attacked, gain a free attack action versus the opponent who attacked you (if within reach) Tier III 7 Pronounce Cruse Line of sight Bonus Action Target becomes deafened if they fail their CON save. If they are already deafened, they are blinded as well. 8 Blessed Weapon Reach Bonus Action Weapon gains a bonus to-hit and damage equal to your Tier. Can only have 1 blessed weapon per Tier at a time. Every 24 hours roll a d6, on a result of 1, the blessing ends Tier IV 9 Celerity Self Free Action Until your action in the next round, every time you take damage, you may perform a free move action. 10 Augmented Strength Self Free Action Until you next roll your power die, your STR modifier is boosted by your Tier Tier V 11 Ethereal Form Self Bonus Action You cast Etherealness on yourself 12 Astral Form Self Bonus Action You cast Astral Projection on yourself and teleport your body to your lair (no material components needed to cast). LAIR ACTIONS Richard Harris (Order #28855998)
152 Richard Harris (Order #28855998)
153 Huldufolk Myth Huldufolk are the “hidden folk”. They do not live on the same visible plane as humans. Aside from a few holidays, they only appear when the realities of Midgard touch their true homes in Myrkvid or in Otherworld. In the places where the barriers between these weaken; when a human is looking for an omen or portent but does not realise their sight has drifted beyond reality; that is when the Huldufolk can be seen. Long ago, a human traveller learned the Huldufolk’s origin. At Midsummer he stumbled into a strange farm one night, and was kindly put up by the old woman who lived there. She gave him supper, and in strange generosity: the company of one of her daughters. However, when the man embraced the daughter he found his hands passed through her. In response to his confusion, the daughter told the origin of her people. Human folklore may say the Huldufolk live in “Hildaland”, an invisible continent to the south, only crossing over to the human world once every 7 years, but the truth is much stranger. They came into being following a war between Alfar, where the Huldufolk were Alfar who refused to choose sides. As a result, they were driven away from other Alfar and forced to live “hidden”. For reasons known only to them, Huldufolk towns require an anchor in Midgard. If this anchor is disturbed in Midgard, it has negative repercussions where the Huldufolk live. All the humans know is that if digging should begin around an anchor, the hidden people will cause mischief to the tools, such that the pick’s head breaks away from its stock, the shovel will snap, or the wheelbarrow’s tire will warp. One man, after digging around a rock he was warned in a dream not to disturb, returned home to found all his furniture fell apart when touched. The Huldufolk had taken out all the nails and screws. The man continued digging each day until the hidden people took the joining pins from the beams of his cabin, and it collapsed upon him under the next heavy wind. If there’s one thing the Huldufolk take seriously, it is dancing. Once, the Huldufolk rallied to help humans chase a harsh sheriff out of their village. The sheriff, who took the Church of the White god too seriously, had imposed a ban on dancing. Huldufolk can visit human lands four times a year: at Christmas, Twelfth Night, New Year’s Eve and Midsummer. Most often the Huldufolk arrive on these holidays drunk, casting off their typical shyness for revelry. They even bring their boisterous celebrations into human homes, breaking in if necessary, and force the humans to join. These parties sometimes turn sexual, and even sinister. The great secret of the hidden folk is that they are inseparably tied to humanity. The physical state of the Huldufolk is the inverse of humans. In times when humans were starving and struggling to get through each winter, the Huldufolk were beautiful, powerful, and alluring. That is how they are often remembered in folklore. As humans eked out more staHuldufolk Richard Harris (Order #28855998)
154 ble means of survival, the Huldufolk shrank, and grew ugly. Many embittered Huldufolk warped into “Horay Huldufolk”, seeking to devour the lives and souls of those who should haplessly venture into Myrkvid. All that is changing now in Fimbulwinter. Humans once again struggle for survival, while the Huldufolk are growing taller and more powerful every day. Further Reading • Iceland’s Hidden People, by Eyglo Svala Arnarsdottir, 2007 • Dark Fairies, by Bob Curran, 2010 • The Hidden People of Iceland, by Brian Pilkington and Terry Gunnell, 2008 • Poetic Edda • Illuminated Edda • Sturlunga saga • Ynglinga saga Huldufolk Lore Description Long ago the Huldufolk were as tall as humans, but they shrank as a people, turning from handsome, strapping beings into misshapen, crooked little figures. They are now small, slender humanoids with cloud-like hair and pointed ears. Their eyes are wide and have heavily dilated pupils. Their skin, once lush and vibrant, is so pale their veins and arteries show. Some Huldufolk have whiskers, claws, or other warped bestial or insect traits— rebuking the ancient stories of their beauty. To mortal eyes the image of a Huldufolk is difficult to focus on. Soon the light changes, the vision is lost, and the Huldufolk is gone. Environment Huldufolk live outdoors in mountain rocks, cliffs, deep cavers, narrow ravines, and under boulders. They are called the “hidden folk”, and aspire to stay that way. Each New Year’s Eve they move to a new location, starting a new year in a new home. Huldulfolk are shy by nature, and though their settlements may be near to human villages, they are rarely seen. Huldufolk’s diet is close to that of humans. They have a love of sweet and bitter foods that are distasteful to the Alfar, such as breads, and coffee imported from the horn of the African continent. Vulnerabilities • Fear of the sun, church bells, and discovery • Stones idly thrown by humans, which seem to have an uncanny ability to unwittingly hit Huldufolk with an injurious blow Habits Better-known habits • Live in harmony with nature, and expect mortals to do the same • Exact revenge on those who disturb their homes • Love of dancing, with a seasonal dance for every occasion • Humans sometimes leave out food for the Huldufolk, and light candles on New Year’s Eve to help them find their new homes Lesser-known habits • Gather wool from the fields; wool being precious to them • Mortal eyes cannot normally see Huldufolk. Even gods and giants must learn how. Only Alfar and those with Alfar blood can see these hidden folk easily Richard Harris (Order #28855998)
155 Nearly-unknown habits • The rocks, caverns, and boulders are not their true homes, only anchors to another world. Their true homes are beyond the realms, in Myrkvid, and beyond the veil in Otherworld • At Midsummer’s night powerful Huldufolk stand at crossroads, offering gifts and money to lure humans into the Huldufolk realm, for reasons known only to them • Huldufolk are secretly tied to humanity Quest Idea 1 • Karl Reidar commissioned the building of a new castle, but construction was halted by strange happenings. Picks have split, shovels cracked, ropes snapped, and no matter how many workers are hired no progress has been made. • The Karl will give some great favour to the denizens if they can get to the bottom of this, and see the castle build. He suspects it may be some rebellion, or his enemies, or a combination of the two, preventing the work from going forward. • Investigating, the workers seem sincere to their Karl, but are all plagued by bad dreams, knowing no rest nor peace. They dream of their houses falling down upon them. • A stranger appears in town and warns the denizens to abandon this task. He is cloaked, crooked, and the perceptive may notice his hands are clawed. • The Karl’s castle is being built too close to Hudufolk lands, and they will do whatever is necessary (even rise to bloody violence) to prevent something built there, at least until the new year two months hence when they must find a new home regardless. • If informed, Karl Reidar wants to see the Huldufolk destroyed in favour of his new stronghold. Quest Idea 2 • As Fimbulwinter continues and humanity suffers, the mirroring-people, the Huldufolk grow stronger and taller, and grow with confidence to reunite with the estranged Alfar kin. • In areas where once the Huldufolk were shuffled aside to make new buildings or slash-and-burn sections of forest for agriculture, now the Huldulfolk want revenge. Quest Idea 3 • The denizens are approached by a Huldufolk ambassador. The Huldufolk desire wool, but it is known across the Otherworld that only humans may tend sheep. (At least, that’s what they believe. Or are they aware of some magical qualifier that the denizens are not?) The Huldulfolk promise riches and power for the wool. • The Huldufolk clearly have no concept of human wealth, and overvalue wool to the point where it will be a problem if the local area’s sheep farmers have that steep of an influx of coin. The sum the Huldufolk quote is disproportionately high, and any farmer in receipt of such a sum would suddenly have enough wealth to rival the local Karl, and not to mention would be the instant target of his starving neighbours. Plainly, wars could start in the human lands over Huldufolk wool rights. • On the other hand, if the Huldufolk feel cheated then who knows the extent of their magical retaliation? Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS 156 SOCIAL ACTIONS ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Studded Leather A A x2 B B x2 C Tier I Tier II Tier III Tier IV Tier V Performance Stealth Perception Survival Deception Aspects: Native from is Ethereal, but can shift out of it several times per year; When in the Prime Material plane, you are affected by a permanent Blur spell; Senses: Truesight 60’ Vulnerabilities: Radiant Resistances: Nonmagical damage Damage Immunities: Psychic Condition Immunities: Charmed, Paralyzed, Stunned vSpecial Abilities: Damage reduction equal to Tier Secrets & Weaknesses: Special abilities do not work if you are struck in the neck (or roll on the Body Part table); Becomes Frightened when confronted by a holy symbol of the White God (or other relevant deity) Physical Rapier (Melee Weapon Attack): perform 2 attacks, deal 1d8 slashing damage +1 bonus damage per Tier Blowgun (Melee Weapon Attack): deal 1 piercing damage and the victim must make a CON save or be poisoned Magical Ether Bolt (Recharge 2-6): at a range of 60’, deal 1d6 psychic damage per Tier Tier I Assertive: Your Social Attacks gain +1 DC Inquisition: Grant nearby allies +2 Question Attack DC Harassment: Grant nearby allies +2 Provoke Attack DC Tier II Tight Lipped: Question Defense +2 saving-throw bonus Tier III Cool Head: Provoke Defense +2 saving-throw bonus Tier IV Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier V Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Characteristics - Neutral Evil Personality: Hedonism Ideal: Wishing ill upon humanity Flaw: Fear of divine power Bond: The land must be respected Languages: Common, Infernal Undead Tier I II III IV V Challenge Rating 1 3 5 7 9 Level/Hit Dice 7 12 17 22 27 Proficiency Bonus +2 +2 +2 +3 +3 Size S M M M L Speed 25’ 30’ 30’ 30’ 35’ Strength 0 0 0 0 +1 Dexterity* +2 +3 +4 +5 +5 Constitution 0 0 0 0 0 Intelligence* +1 +1 +2 +3 +4 Wisdom* +1 +2 +3 +4 +4 Charisma -1 0 0 0 +1 Initiative +2 +3 +4 +5 +5 Hit Points 35 60 85 110 135 AC 14v 15v 16v 17v 17v Power/Spell DC 11 12 13 15 15 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +4 +5 +6 +8 +8 Damage bonus +2 +3 +4 +5 +5 Legendary Actions 1 1 1 1 2 Save vs. Passion* +3 +4 +5 +7 +7 Save vs. Reason +1 +1 +2 +3 +4 Huldufolk Richard Harris (Order #28855998)
POWER DICE ACTIONS 157 LEGENDARY and/or LAIR ACTIONS Tier I to V Legendary action: Remove a condition that affects you Tier I 1 Chameleon Hide Self Bonus Action Gain Greater Invisibility until the end of combat or until magically dispelled. 2 Ethereal Fog Variable radius Bonus Action Disrupt truesight in a +10’ radius per Tier, other non-Ethereal beings lose truesight for 1 round 3 Dance of Disruption Self Bonus Action You dance until end of round, roll your power die when you are targeted by an attack or spell, a result of 1,2, or 3 successfully connects, otherwise it misses you. Your dance ends when you are successfully targeted or end of round. 4 Vile Taunt Line of sight and earshot Bonus Action You beckon another combatant within sight and earshot to come and attack you if they fail their WIS saving throw. They must use all actions to reach you and hurt you (so long as you remain in their line of sight). At the end of every combat round you roll another WIS saving throw to shake off the effect. Tier II 5 Mobility Range Bonus Action Perform a disengage move action 6 Terrifying Gaze Range 30’ cone, WIS save to negate Bonus Action Anyone caught in the area of effect must successfully save or be stunned until the end of the next round. Tier III 7 Tactician Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier 8 Pronounce Cruse Line of sight Bonus Action Target becomes deafened if they fail their CON save. If they are already deafened, they are blinded as well. Tier IV 9 Regeneration Self or Reach Bonus Action Heal 2d12 per Tier to self or an adjacent combatant 10 Celerity Self Free Action Until your action in the next round, every time you take damage, you may perform a free move action. Tier V 11 Hide in Plain Sight Self Bonus Action Perform a Hide action with a bonus equal to your Tier. You can perform the action even if someone is looking directly at you, and you have no objects of suitable size to hide behind. You may also gain a free 5’ step when activating this power. 12 Strike from the Shadows Reach/Range Bonus Action Your ranged attack actions and spells this round do not reveal your location. If you perform a melee attack action vs an opponent who wasn’t aware of your location/presence, you have advantage on your attack roll. You also deal 1d6 per Tier of extra damage on a successful hit. After the melee attack action you are revealed. Richard Harris (Order #28855998)
158 Kelpie Myth The dreaded water-spirit Kelpie uses humanity’s trust and dependency on horses to hunt. There is a common folktale of ten boys who found a beautiful and friendly white horse on a river-bank. Nine of them miraculously fit on the back of the horse, but one hesitated mounting. The tenth boy wanted to pet the horse’s mane first. To his horror, the tenth boy found his hand stuck to the horse’s neck, and was forced to cut his fingers from his hand to get away. Kelpie Richard Harris (Order #28855998)
159 He watched his fellows ride off on the back of the horse, stuck there, screaming, and into the river to drown. The Kelpie ate all nine, and left their entrails at the shoreline. A Kelpie’s human form is no less entrapping. In Alba young people are warned not to walk alone near water— as they would, Sunday afternoons after church—because a Kelpie will appear before them as a wanton object of desire, and ensnare the youth with its supernatural strength. Kelpies are dangerous, but it is possible to capture them. The key is the bridle they wear to appear more convincing as a horse, or necklace if human. If the Kelpie wears one, it can be taken. They will die after a day separated from their bridle. According to Clan MacGreggor, the bridle survives the Kelpie’s death, and if placed on the face of a mortal human, will turn them into a horse. If the Kelpie appears as a horse without a bridle, it can be subdued if a new, blessed bridle is secured on its face. The blessing can be as simple as etching the right rune or cross-mark. Then, if led away from water, the Kelpie will lose the stickiness of its skin, and be subjugated. The Laird of Morphie captured a Kelpie this way, and used it as a beast of burden to build his castle. As a horse, the Laird found the Kelpie to be tireless. It could work longer in the day than any human could direct it. The Laird cross-bred the Kelpie with a domestic horse and produced a colt that appeared mundane, except with shorter than normal ears, but was tremendously strong and unable to be drowned. When the Laird of Morphie, after many years, finally freed his captured Kelpie, it cursed the Laird that his lands and new castle should never thrive. Such proved to be the case for the Laird of Morphie, who suffered flooding, drought and disease thereafter, and whose family name is now extinct. Richard Harris (Order #28855998)
160 Further Reading • Folklore Of Scottish Lochs And Springs, by James M. Mackinlay, 1893 • Notes on the Folk Lore of North East Scotland, by Walter Gregor, 1881 • “An Ode on the Popular Superstitions of the Highlands. Written by the late William Collins”, Transactions of the Royal Society of Edinburgh, I, by Alexander Carlyle, 1788 • The Popular Superstitions and Festive Amusements of the Highlanders of Scotland, by William Grant Stewart, 1823 • Popular Tales of the West Highlands, I and II, by John Francis Campbell, 1860 Kelpie Lore Description A Kelpie has three physical forms: its natural state, the form of a horse, and that of a human. In its natural state the Kelpie is a water-spirit, with the top half of a horse and the bottom half of a fish-serpent, but ghoulish and fierce to look upon. Its colour is white or black. Powerful Kelpies have a mane of serpents. On land, the Kelpie assumes the form of a domestic horse, although its mane is damp. They have the strengths of ten horses and the stamina of a hundred. The Kelpie may wear a bridle and tack to appear convincing. As a human they have all powers of speech and cunning, although its hair is wet and may be tangled with sea weeds. A lesser Kelpie may retain its hooves when appearing as a human. Their human forms will sometimes wear a necklace in place of a bridle. Environment It seems every river, stream or lake in Alba has, or claims to have, a Kelpie. Kelpies are reported to live in any inland waters, favouring lakes and streams, but are also found in marshes, bogs, and deep pools. The primary diet of a Kelpie is human, but they also feed on cattle and sheep, and when delicacies cannot be had, fish. Kelpies are usually solitary creatures with wide hunting ranges. The related sea Kelpies live together in small pods. Vulnerabilities • Allergic to silver and hot iron • Attracted to the smell of meat left at the water’s edge • The bridle of a kelpie horse—or its necklace as a human—is a part of the creature itself, and if separated from it, the Kelpie will suffer and die within 24 hours • If the Kelpie is without a bridle as a horse, it can be subdued by being bridled with blessed tack • Farther from the water, the Kelpie’s skin loses its adhesive properties Habits Better-known habits • Appear on roadsides near water whenever someone wishes they had a horse to ride • Anyone who touches a Kelpie is stuck to it magically • Once they have a rider mounted on them, the Kelpie gallops into the water, drowning the rider • Underwater, they tear their victims apart, leaving their entrails at the water’s edge Lesser-known habits • Especially known to prey upon humans on Sunday afternoons, and most often in November Richard Harris (Order #28855998)
161 • If it wears a bridle, another cannot be put on it until the first is taken off Nearly-unknown habits • Healed of all wounds as soon as they enter any body of water • When killed, a Kelpie will deflate into a jelly-fish like mesh, like a mound of soft, wet starch Quest Idea 1 • The village mourns. Two days ago all of its children died. • The entrails of the village’s children decorate the riverbank. • The village with no future gathers their remaining wealth to pay the denizens to avenge the children of their village. • Upon investigation, this isn’t the first incident the village has had with a Kelpie. The village hero Runar encountered one earlier in the month. It appeared as a beautiful woman with wet hair, but Runar sussed the truth and gutted the Kelpie with a bailing hook. Runar dragged the still-living Kelpie back to town, as it screamed in pain and transformed to its hideous natural state, that of a horsefish. Runar hanged the Kelpie by the hook at the centre of the village, where it bled and brayed over the course of several hours until it died. The village cheered Runar his courage and right action; that he saved the village from losing anyone to a Kelpie. • Runrar was also the witness to the children’s demise. He chanced upon the riverbank in time to see all dozen children of the village on the back of a wet, white horse. They screamed but appeared unable to get off the horse as it leapt into the coursing river. All that rose up to the water’s surface was blood. • Runrar ran back to the village only long enough to tell the tale, then grabbed his bailing hook and dove into the river. He has not been seen since. Quest Idea 2 • In Alba, Laird Clarke has a delicate problem. He invites the denizens to his castle, feeds them well and tries to garner their appreciation. Then, Laird Clarke directs the denizens’ attention out of the castle window, towards a farmer working in the field with a strong-looking horse. • Laird Clarke explains the horse is actually a Kelpie, captured in his father’s time by use of a blessed bridal. With the tireless Kelpie beast of burden the Laird has come to riches even during these harsh times. • A Voelva (a seer) has foretold that the Kelpie must be released by this month’s end, or all Laird Clarke’s fortune will turn to ruin. Laird Clarke has heard that Kelpies can utter terrible curses. This too must not come to pass. • The Laird reminds the denizens that his estate is responsible for the local village, acts as a major employer in the area, and is the only reason so many in this region have not starved. The denizens must choose wisely, to release the Kelpie and avoid its curse, or maintain the bridal and risk the Voelva’s vision coming true. Richard Harris (Order #28855998)
SOCIAL ACTIONS ACTIONS 162 EQUIPMENT & TREASURE SKILLS Tier 1 Tier II Tier III Tier IV Tier V bridle A B C F G Physical Charge (Melee Attack): deal 1d6 bludgeoning damager per Tier Magical Poison Breath (Recharge 5-6): deal 1d12 poison damage per Tier to a 15’ cone Tier I Tier II Tier III Tier IV Tier V Intimidate Survival Perception Nature Insight Aspects: No need for sleep, food/drink or breath; Aquatic; Natural AC +3; *At will you can appear as a regular horse or humanoid (disadvantage to perceive/ save against) Senses: Tremorsense 120’ Vulnerabilities: Force, Lightning Resistances: Cold, Nonmagical Damage Immunities: Poison, Psychic, Piercing Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned vSpecial Abilities: Add Proficiency to initiative; Attack, social saves, and intimidate rolls are made with advantage Secrets & Weaknesses: The bridle worn keeps you alive, separated from it, your max HP drops by 1d6 per hour; Lose all special abilities while outside water; +1d10 damage from iron weapons (or roll on Materials table) Tier I Steadfast: Social Defense +1 saving-throw bonus Calm: Passion saves gain a +1 bonus Pragmatic: Reason saves gain a +1 bonus Tier II Resolute: Compel Defense +2 saving-throw bonus Tier III Cool Head: Provoke Defense +2 saving-throw bonus Tier IV Tight Lipped: Question Defense +2 saving-throw bonus Tier V Group Think: Grant nearby allies +1 bonus on Social Defense saving throws Personality: Violent and Ideal: Sociopath and pleasure seeker Flaw: Slave to hunger Bond: Weak bond to its kind Characteristics - Chaotic Evil Languages: Infernal Aberration Tier I II III IV V Challenge Rating 2 4 6 8 10 Level/Hit Dice 8 10 12 14 17 Proficiency Bonus +2 +2 +3 +3 +4 Size L L L L L Speed 65’ 65’ 65’ 65’ 65’ Strength* +4 +5 +5 +6 +6 Dexterity* +1 +2 +2 +3 +4 Constitution* +2 +3 +4 +4 +4 Intelligence 0 0 +1 +1 +2 Wisdom 0 0 +1 +1 +2 Charisma -2 -2 -2 -2 -2 Initiative +3v +4v +5v +6v +8v Hit Points 56 80 108 126 153 AC 14 15 16 16 16 Power/Spell DC 12* 13* 14* 14* 14* Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +6 +7 +8 +9 +10 Damage bonus +4 +5 +5 +6 +6 Legendary Actions 1 1 1 1 1 Save vs. Passion* +4 +4 +5 +5 +6 Save vs. Reason* +4 +4 +5 +5 +6 Kelpie Richard Harris (Order #28855998)
POWER DICE ACTIONS 163 LEGENDARY and/or LAIR ACTIONS Tier I to V Continuous legendary action: Your body can be made to stick to and grip people and objects. When you are hit by a melee weapon, perform an opposed STR test with the wielder with advantage, if you win, you disarm them and keep the weapon stuck to your body. After you perform an attack versus a creature size M or smaller, you automatically start an opposed grapple check with advantage, if you win, you disable the opponent and they move with you. You may perform a grapple while already grappling disabled opponents. During your turn as a free action, you may release objects and combatants. Bringing an opponent underwater starts the drowning process: at the start of every round if the victim is underwater, maximum HP reduced by 1d4. Tier I 1 Aura of Domination 120’ Radius Bonus Action Creatures of lower level within 120’ lose immunity to charm or illusions. These effects last until you next roll a power die. 2 Augmented Strength Self Bonus Action Until you next roll your power die, your STR modifier is boosted by your Tier 3 Aquatic Healing Self Bonus Action If you’re in water, heal 3d12 per Tier to yourself 4 Penumbral Miasma Range 120’, 30’ radius, INT save to negate Bonus Action Bring forth the essence of Shadowfell, creating an area that inflicts Blind and Frightened for 1 minute. Tier II 5 Water Shield Self Bonus Action After you’re attacked, while in water, a water shield surrounds you, granting AC +3 per Tier until you next roll your power die 6 Dispel Magic 30’ Range Bonus Action Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a CHA check against a DC equal to 10 + the spell’s level. Success ends the spell. Tier III 7 Power Attack Reach Bonus Action Perform an attack action with a +2 damage bonus per Tier 8 Tactician Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier Tier IV 9 Rust and Rot Self Bonus Action Any objects in contact with you or coming into contact with you this round take 1d12 damage if mundane and 1d6 if magical 10 Hex Eye Line of Sight Bonus Action Choose a target upon the battlefield, they roll disadvantage on saves, attacks and skill checks (WIS to negate) this round Tier V 11 Dodge Self Bonus Action You may choose 1 saving throw this round which you automatically succeed. 12 Lesser Empowered Eye Line of sight Bonus Action Roll for a random level 6 spell, then choose a target. Whomever you look at is targeted by the effect. Richard Harris (Order #28855998)
164 Kobold Myth Unlike most denizens of Yggdrasil who do not involve themselves in the affairs of mortals, the Kobolds make it their mission to sneak into the homes of Midgard and live there. They will try to inhabit any house, be it a shack, castle, church, or ship at sea. There is even one dubious story of a Kobold inhabiting a Jotun’s house in Midgard. Why the Kobolds make every effort to stay in a home to the point of servitude—invisible all the while—remains a mystery. Some Kobolds, like the prolific Chim, wander from house to house for hundreds of years. So long as the Kobolds feel they are treated with respect, they will work hard to please their host, often providing good luck, gifts, and performing domestic chores. A human can sometimes live well with a Kobold, such as the case with the mortal Lord Neveling who hosted the Kobold named King Goldemar for three years, where the invisible Kobold charmed all with his singing, harp-playing, and love of gambling. However, when treated rudely, neglected, unfed—but mostly when someone tries to see their true form—a Kobold will react with otherworldly violence. Hodekin lived happily with a cleric, and even saved his life, but still one night Hodekin, in a fit, strangled a servant boy in his sleep, dismembered him, and stewed him in a pot, because the boy wouldn’t Kobold Richard Harris (Order #28855998)
165 stop throwing dirty water where he suspected Hodekin to be. A similar event drove King Goldemar from his mortal home when another guest to the castle threw ashes on the floor to see the Kobold’s footprints. In a spate of violence King Goldemar cut the man to pieces, roasted his body on a spit, and ate him. Both sides of Alfar ancestry are shown in a Kobold. They may be unpredictably violent, or perhaps they are trying to save the mortals from an even worse fate? If a Kobold should show their true form to a mortal within their home, it brings doom to that household. Horses go lame, crops fail, food is eaten by insects, people go blind, or acquire sickness. It is unknown if the curse is voluntary on the part of the Kobold, or if it is some magical consequence of their leaving, but it always comes about the same way. Richard Harris (Order #28855998)
166 A peculiar magical being, Kobolds age according to its state of emotion; with rejection and embarrassment it grows old and bitter. Inevitably humans, too curious, attempt to see their Kobold guest, and the rejected Kobold must leave the doomed house and return the rocks in Nidavellir or in Midgard mountains. Further Reading • The Codex Regius, Skirnismol • Der junge König und die Schaferin, by Ludwig Uhland, 1828 • Deutsches Sagenbuch, by Ludwig Bechstein, 1853 • The Fairy Mythology, Illustrative of the Romance and Superstition of Various Countries, by Thomas Keightley, 1828 • Goldemar, by Albrecht von Kemenaten, est. 1250 • Letters on Demonology and Withcraft – Letter IV, by Sir Walter Scott, 1831 Kobold Lore Description In their true form a Kobold stands about as tall as a fouryear old human child. They look akin to a diminutive Dvergar, but with dark metallic blue skin and bright red shock of hair and beard. All have a dramatic sense of dress and love wearing hats and colourful clothes. However, the capricious Kobolds spend the vast majority of their lifetime invisible. A Kobold will use its powers of illusion to appear as an animal, fire, smoke, a humanoid, or even a memory. While invisible, a Kobold is not intangible, but will feel differently to whoever touches them, depending on how that person has treated the Kobold. A kind friend might feel soft flesh or fur while an ill-wisher may feel scales or barbs. Older Kobolds live underground in mines, and by then are short, bent creatures; their beards and hair turned white, and their skin tarnished with dirt and ash. Environment Kobolds attach themselves to Midgard households near mines and mountains, acting as a helpful and sometimes mischievous house spirit. Some in Midgard believe every home has a Kobold, waiting and invisible, fixing objects or causing mischief. Most Kobolds live around the hearth of a dwelling, but could live anywhere someone else calls home—such as on a sailing ship in the Baltic or North Sea. Old Kobolds who have failed to work their way into a household return to the mines either in Midgard or Nidavellir. Underground they live lives similar to Dvergar, as expert miners and metalworkers who can be heard constantly drilling, hammering, and shoveling. Vulnerabilities • Will leave a house forever if seen • Only eat the food left out for it, preferring meats, dairy, and sweets • Flare a terrible temper when met with discourtesy • Enter and exit a house through the chimney; usually making its home by the hearth • They age from emotional stress Habits Better-known habits • Wield great power of illusions, stealth, telekinesis, and shapechanging • At sea only ever become visible to the crew of a doomed ship • Miners claim that knocking in the stone indicates a Kobold showing them richer veins Lesser-known habits • A Kobold’s appearance is largely unknown Richard Harris (Order #28855998)
167 • Their bodies give no heat • Other miners claim Kobolds trick them into following veins of copper or silver, only to have it turn into a blue “cobalt”, a poison when smelted Nearly-unknown habits • Underground the Kobolds live in the rock itself, and pass through it just as human beings live in the air • It is unknown why Kobolds seek to ingratiate themselves into Midgard homes. Is this how they hope to survive Ragnarok? Quest Idea 1 • While staying at the house of a prominent Karl one denizen notices that a place is set at dinner where nobody sits. • Throughout the dinner the food at this empty place gradually disappears. • If any Denizen comments on this, the Karl explains: “That’s just the house Kobold. He’s been our guest more than a year now. A wise, but mischievous fellow. But don’t try to catch a glimpse of him. He has quite a temper!” Quest Idea 2 • This is a slow reveal quest to be done intermittently among another quest, while the denizens are undertaking frequent sea voyages. • After the Denizens bring their longship into port, the tradesman charged with tarring and oiling the wood is angered. He says you’ve already employed someone to do his work, and so wasted his time. He demands the pay regardless, because he could have had another job. • Later, the tailor charged with mending the sails reports they are already mended. Repairs have been made to the gunnel. The carpenter has nothing to do. Somehow the upkeep of your longship has all been done, but how would this have happened? • With no better task and the winds fair, while at sea the off-duty sailors shoot knucklebone dice against the crook of the prow. Then, a commotion rises from the group. The sailors report that the dice tossed themselves. • The ship’s cook says that food stocks are lower than they should be. • A gale hits one day, and through the wind and rain some sailors swear they saw the outline of an invisible oarsmen pulling the oars alongside them. • Eventually the Kobold cannot help but talk and interact, but this will be expedited if the sailors continue to gamble aboard ship. • How to get rid of the Kobold that has made the Denizen’s longship its home, or if the Denizens even want to get rid of it, is a separate quest. Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS ACTIONS 168 Tier 1 Tier II Tier III Tier IV Tier V Tier V has +1 shortbow K L M M, F M, F, G Tier I Tier II Tier III Tier IV Tier V Stealth Sleight of Hand Acrobatics Perception Deception Physical Shortbow (Ranged Weapon Attack): deal 1d4 piercing damage; extra attack Tier IV and another at Tier V Magical Minor Illusion (Innate Power): Cast Minor Illusion Aspects: Greater invisibility at will; Advantage on saving throws against spells and magical effects Senses: darkvision 120’ Vulnerabilities: Radiant Resistances: Cold, Slashing Damage Immunities: Poison Condition Immunities: Charmed, Paralyzed, Poisoned, Stunned vSpecial Abilities: Advantage on initiative while underground Secrets & Weaknesses: High noon cancels special abilities and greater invisibility becomes regular invisibility (or roll on the Time table) Tier I Unified: Grant nearby allies +2 Question Defense saving throws Discipline: Grant nearby allies +2 Provoke Defense saving throws Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Tier II Inquisition: Grant nearby allies +2 Question Attack DC Tier III Harassment: Grant nearby allies +2 Provoke Attack DC Tier IV Mob Rules: Grant nearby allies +2 Compel Attack DC Tier V Assertive: Your Social Attacks gain +1 DC Personality: Helpful if respected Ideal: Revenge should be boiling hot Flaw: Cannot resist mischief Bond: A family/clan that treats you well Characteristics - Chaotic Neutral Tier I II III IV V Challenge Rating 1 2 3 5 7 Level/Hit Dice 7 10 12 14 18 Proficiency Bonus +2 +2 +2 +2 +3 Size T S S S S Speed 25’ 30’ 30’ 30’ 30’ Strength -2 -2 -2 -1 0 Dexterity* +3 +4 +5 +5 +5 Constitution 0 0 0 +1 +1 Intelligence* +1 +2 +2 +2 +3 Wisdom* +1 +1 +1 +1 +2 Charisma 0 0 0 +1 +1 Initiative +3v +4v +5v +5v +5v Hit Points 35 50 60 84 108 AC 13 14 15 15 15 Power/Spell DC 11 12 12 12 13 Reach/Range 30’/ 120’ 30’/ 120’ 30’/ 120’ 30’/ 120’ 30’/ 120’ To-hit bonus +5 +6 +7 +7 +8 Damage bonus +3 +4 +5 +5 +5 Legendary Actions 0 0 1 1 1 Save vs. Passion* +3 +3 +3 +3 +5 Save vs. Reason* +3 +4 +4 +4 +6 Languages: Common, Sylvan, Goblin Fey Kobold Richard Harris (Order #28855998)
POWER DICE ACTIONS 169 LEGENDARY ACTIONS Tier I to V Your lair is any enclosed space where you placed devious and deadly traps. Your lair doesn’t roll initiative, instead it triggers as a Reaction action. Choose one lair action: • Deal 1d8 piercing damage per Tier • Inflict Blind (DEX save DC 10+Tier) • Inflict Poisoned (DEX save DC 10+Tier) Tier III Legendary action: Heal 1d12 per Tier to all kobolds in 30’ radius including you Tier III to V Legendary action: hypnotic domination, cast Charm Monster on an opponent with disadvantage (duration 1 minute) Tier I 1 Retreat Self Free Action Perform a disengage action 2 Minor Illusion Invocation Special Bonus Action Cast a level 1 Illusion spell (no V, S nor M required) see page 23 for a complete list 3 Dispel Magic 30’ Range Bonus Action Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a CHA check against a DC equal to 10 + the spell’s level. Success ends the spell. 4 Aura of Domination 120’ Radius Bonus Action Creatures of lower level within 120’ lose immunity to charm or illusions. These effects last until you next roll a power die. Tier II 5 Alter Size Self Bonus Action You may decrease your size to Tiny, gaining +4 AC, or increase to Medium adding +1 to-hit and damage bonus. If you are already at medium or larger, you can increase your size again by adding a cumulative +1 to-hit and damage bonus (max size G). 6 Illusion Invocation Special Bonus Action Cast a level 2 Illusion spell (no V, S nor M required) Tier III 7 Shadow Shape Self Bonus Action Shapechange into another creature of lesser CR. Gain all powers, abilities and spells, but you also retain your power die actions. 8 Major Illusion Invocation Special Bonus Action Cast a level 3 Illusion spell (no V, S nor M required) Tier IV 9 Bump in the Night 60’ Range Bonus Action Cast the Telekinesis spell (no V, S nor M required) 10 Exalted Illusion Invocation Special Bonus Action Cast a level 4 Illusion spell (no V, S nor M required) Tier V 11 Ghostly Form 90’ Range Bonus Action Cast the Etherealness spell (no V, S nor M required) 12 Lesser Clones Self Bonus Action You create 3 illusion clones of yourself. If you are targeted, roll a d4, on a roll of 4 you are successfully targeted, otherwise the attack or spell fails to connect. These effects last until you next roll a power die. LAIR ACTIONS Richard Harris (Order #28855998)
170 Kraken Myth There are many dangers in the water, but none as large as the dreaded sea monster, the Kraken. Even a juvenile Kraken is larger than any sea-faring ship. Still, it is light enough to heave its bulk onto land and slither into lakes, lochs, and deep rivers. There it makes its home, cleaning out the surrounding population of humans and livestock before it hunts for a larger demesne, eventually making its way back to the sea for adulthood. Adults are too heavy to cross land, but their enormous size makes them apex predators at sea. Krakens are usually mistaken for small islands because their backs are encrusted with coral, cliff-rock, and in some rare cases man-made structures. The Bishop of Bergen once rowed out to a new island that appeared off-coast, and found on it an old, ruined cathedral. He held a short mass before leaving just in time, as a great wriggling mass of seaweed-like tentacles came up from the bottom of the island and it sank into the bay. Kraken Richard Harris (Order #28855998)
171 The Bishop was lucky not to be caught in the sudden undertow of the disappearing Kraken, which has been known to drag ships to their doom. Despite their obvious danger, a Kraken represents a tempting opportunity for fishermen. Upon a Kraken grows lush aquatic vegetation, attracting bounties of fish. Many other predators accompany a Kraken’s migration, such as sharks, giant molluscs, whales, and ferocious, man-eating sea-birds. These represent an additional danger to any who would find themselves in waters when a Kraken appears, but if the fishermen are brave and sail well, the catch around a Kraken is a bounty of fortune-making fish. Some say the Kraken is not a true beast, but only the physical manifestation of a “Vaettir”, a nature spirit. Just as a Borghild is a Vaettir of the land, the Kraken is a “Sjovaettir”—a Vaettir of water. It only assumes the corporeal form of a half sea-monster, half land-mass, but in fact it is some strange Alfar, be it Lios or Svart, who chose to be elevated to the guardianship of the waters of Midgard, and transformed into a Sjovaettir. As a Sjovaettir the Kraken would bond with a mortal agent, which perhaps explains the strange and mysterious structures sometimes sighted on the Kraken’s back, ruins filled with treasure and mystery where perhaps this mortal agent dwells. The hero Orvar-Oddr believed differently. When on a quest of vengeance against Ogmund Tussock, Orvar-Oddr and his son Vignir spied a Kraken inhaling sea-ships whole, and believed it was sent by magic simply to cause the death of sailors. During Fimbulwinter, bodies of water represent the best option any mortal has for food. On land, herbivores starve for lack of vegetation. Carnivores starve for lack of game. The greatest healthy eco-system, and surest source of food for man, lies in the sea and in lakes. However, the population of Krakens has mysteriously exploded. The docks that once represented a stable food source for human settlements must now contend with the wrapping tentacles of young Krakens. Further Reading • Encyclopedia Metropolitana, vol 21, by edited by Edward SmedRichard Harris (Order #28855998)
172 ley, Hugh James Rose, Henry John Rose, 1845 • The Great Sea-Serpent: An Historical and Critical Treatise, by Antoon Cornelius Oudemans, 1892 • History of the Northern Peoples, by Olaus Magnus, 1555 • Konungs skuggsja • “The Kraken”, a sonnet by Alfred Tennyson, 1830 • Legends and Superstitions of the Sea and of Sailors in All Lands and at All, By Fletcher S. Bassett, 1885 • The Natural History of Norway, by Erik Pontoppidan, 1775 • Orvar-Odds saga • Systema Naturae, by Carl Linnaeus, 1735 Kraken Lore Description A Kraken is an enormous aquatic creature with a landscape on its back. It is born the size of a cottage and grows to be a mile long or more. Its appearance is akin to a cuttlefish or giant squid, with a crab-like carapace encrusted with coral and rocks. Sometimes castles, ruins, and other structures are found on its back. On its face are multiple mast-high horns. From the perspective of a sailor standing on the deck of a ship, a Kraken looks like an island, with its dozens of tentacle arms stretching up from its base. Around a Kraken lingers the peculiar scent of its breath and a host of various aquatic creatures. Environment A Kraken is a solitary and territorial creature, ruling, by virtue of its size, over the cold seas around Norveig, Islandia, and Gronland, and the northern coast of Alba and Orkney. The largest of them never appears near or within sight of land. It was once popularly believed there could only be two Krakens in existence, because they would need too much food for the ocean to provide, however, the population has exploded since Fimbulwinter. Juvenile Krakens now claim lakes, lochs, deep rivers and harbours. Vulnerabilities • Requires a tremendous amount of food for sustenance • Shuns the light. Will only surface during the night, a storm, when the sky is well overcast, or when it is accompanied by an eerie sea-fog • After eating it sleeps for three months at a time on the ocean’s floor, digesting its catch and accruing reef rock and plants upon its back Habits Better-known habits • Visible below the water at ten to twelve fathoms • Will surface for only a few hours before returning to the depths • The whirlpool left in its passing is just as dangerous to sailors as the creature itself Lesser-known habits • Approach may be accompanied by sea mist, miles of bubbling water, or sudden and dangerous currents. Geysers from its powerful nostrils may breach the surface of the water. If a ship is at the edge of the Kraken as it rises, it may be caught in the trash of its tentacles reaching for air • Eats by holding its great mouth open underwater, attracting whales and other large creatures of the sea with a low, eerie song, or by belching half-digested food to attract sea life before swallowing them all Richard Harris (Order #28855998)
173 Nearly-unknown habits • Uses its feces as lure to attract fish. Fishermen may notice a strange, thick and turbid floatation in a goop of green water, and many fish feasting • Its bulk sometimes disturbs land formations under water, shifting earth from below to rise and form new, unstable islands. At times this reveals long-sunken mysteries Quest Idea • During nighttime during a sea voyage, fog rolls across the water and grows denser until it blocks out the sky above. • The sea water beneath takes on an eerie glow, and small flotsam surface that sparkle like fireflies in the water. If anyone should reach into the water, it is hot to the touch. • The lookout spots a rocky island, and upon it a white castle with several towers. The roof of the castle and towers appears made out of stone as well, not requiring thatch. • Sea-life abounds around the island, a tremendous bounty of strange and colourful fish the Oarsmen have never before seen. • It would be difficult to moor the longship against the island, as most of it appears made of coral, but your Oarsmen think is possible to get to the temple. At least the luminescent plants in the water will make it easier to find a good spot. • The way up to the castle is difficult. When the Denizens get there, it looks more like a temple. It is made out of a strange stone they do not recognize. The stone is wet to the touch. They were not towers attached to the structure but columns, hewn with decorations of simple shapes and grooves. • There is no door on the temple; the doorway is open. Within the temple is a single room, and within an alter. • When the denizens are inside and can examine the alter: it depicts some god or another but not one the denizens recognize. Perhaps it is a god from far to the south of Migard, and this is their temple? The alter appears also to be a box or coffin, and if the altar-top is lifted away there may be something within. • If the denizens choose to lift away the top, inside they find a single severed human ear. It appears just as an ear would if it was chopped off a head, but it is unbloodied. It could be picked up. • At a certain point, water begins to trickle across the floor, then run, soaking the floor. Before long the denizens will be up to their ankles in water, then knees. • When they leave the temple, they see a curtain of waving seaweed-like tentacle arms coming up from the water on all sides. Each arm is the length and half the thickness of their own longship. • The denizen’s longship is on the other side of those tentacles. And the island is sinking rapidly. • The ear is a magic bit of flesh, that whatever is spoken to the person who holds it can hear what is said, no matter where they are or how quietly it was uttered. The denizen holding the ear, even if packed among their things, will start hearing disembodied statements about them by their parents, a former lover, their Karl, or anyone else who knows them. • The ear was within the Kraken temple so that the Kraken could hear the words of its emissary on land. The Kraken only surfaced briefly (by its measure) for air, and probably never noticed the intrusion of the Denizens. Eventually, however, it will notice that it cannot hear its emissary, and will come in search of the ear. Richard Harris (Order #28855998)
174 SKILLS EQUIPMENT & TREASURE SOCIAL ACTIONS ACTIONS Tier 1 Tier II Tier III Tier IV Tier V H x4 H x5, I H x6, I x2 H x7, I x3 H x8, I x4 Tier I Tier II Tier III Intimidate, Survival Stealth, Perception Investigation, Arcana Tier IV Tier V Insight Nature Aspects: No need for breath; Swim speed 60’; Natural AC +8 Senses: truesight 30’, tremorsense 120’ Resistances: Cold, Fire, Spells Damage Immunities: Lightning, Nonmagical damage Condition Immunities: Charmed, Deafened, Paralyzed, Stunned vSpecial Abilities: Your natural melee attacks are considered to be +3 magic weapons; Chameleon skin granting advantage on Stealth skill rolls; Gives off tremendous heat, melting fresh body lakes and rivers during the winter months; Secrets & Weaknesses: During high noon hours, you suffer a -5 penalty on tohit and saving throws (or roll on the Time table) Physical Multi-attack (Melee Attack): make 10 attacks against different targets, dealing 1d8+Tier bludgeoning damage. Victims smaller than you must made a DEX save or be grappled. Your attacks per round are reduced by the number of maintained grapples Constrict (Melee Attack): grappled opponents take 1d10 x Tier bludgeoning damage Swallow (Melee Attack): devour 1 grappled huge or smaller opponent, dealing 1d12 per hit-dice piercing damage and swallowing them. If you die, swallowed creatures are no longer restrained by you and can escape from your corpse by using 30 feet of movement, exiting prone. Tier I Assertive: Your Social Attacks gain +1 DC Terrorize: Perform a Provoke to Frighten with a +3 DC bonus Steadfast: Social Defense +1 saving-throw bonus Tier II Terrorize: Perform a Provoke to Apathy with a +3 DC bonus Tier III Persuasive: Perform a Compel Attack with +2 DC Tier IV Resolute: Compel Defense +2 saving-throw bonus Tier V Calm: Passion saves gain a +1 bonus Tier I II III IV V Challenge Rating 11 15 19 23 27 Level/Hit Dice 15 20 25 27 31 Proficiency Bonus +4 +5 +6 +7 +8 Size H G G G G Speed 20’ 30’ 30’ 35’ 40’ Strength* +6 +7 +8 +9 +10 Dexterity +2 +3 +4 +5 +5 Constitution* +6 +6 +6 +7 +7 Intelligence +2 +4 +5 +6 +8 Wisdom* +2 +3 +5 +6 +8 Charisma 0 +1 +2 +3 +4 Initiative +2 +3 +4 +5 +5 Hit Points 165 220 275 324 372 AC 20 21 22 23 23 Power/Spell DC 14v 17v 19v 21v 24v Reach/Range 15’ 20’ 25’ 30’ 35’ To-hit bonus +13v +15v +17v +19v +21v Damage bonus +9 +10 +11 +12 +13 Legendary Actions 2/1* 3/1* 4/1* 5/1* 6/1* Save vs. Passion* +7 +9 +12 +14 +17 Save vs. Reason* +7 +10 +12 +14 +17 Personality: Solitary unless mating Ideal: Create a universe around yourself Flaw: Hunger rules your actions Bond: The creatures that live in your universe Characteristics - Neutral Evil Languages: Aquan Monstrosity Kraken Magical Riptide (Recharge 5-6): while in water, creatures within a 60’ aquatic radius take d4 per hit-die of acid damage CON save for half damage, and are knocked back 20’ per Tier (STR save for half). Richard Harris (Order #28855998)
POWER DICE ACTIONS 175 LEGENDARY ACTIONS Tier I to V The kraken’s body is home to a biodiverse aquatic and aerial army. Lair action choices (Recharge 4-6): - Summon a friendly giant shark (if in water) - Summon a friendly wyvern (if out of water) Tier IV to V Lair action choices (Recharge 4-6): - Summon a friendly aboleth (if in water) - Summon a friendly giant roc (if out of water) Tier I to V Using a legendary action, choose one effect: - Succeed a to-hit roll instead of missing - Succeed a failed saving throw instead failing Tier IV to V Using a legendary action, choose one effect: - Re-roll some or all of your damage dice - Re-roll some or all of your healing dice - Re-roll your power die Tier I 1 Summon Fog / Ink Self, 60’ radius Bonus Action Summon a dense fog that obstructs line of sight limiting it to 10’ to all combatants without tremorsense (ink under water) 2 Verdant Restoration Self or range 30’ Bonus Action Heal 1d12 per tier and remove 1 condition affecting you or an ally in range. 3 Whirlwind Attack Reach Bonus Action Gain a reach bonus +5’ per Tier and strike all opponents within reach (one to-hit roll and damage roll for all targets) 4 Tactician Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier Tier II 5 Blinding Bile Self Free Action Your attack actions this turn apply the blind condition (DEX save to negate) 6 Magic Eater Self Bonus Action The next spell to target you is countered and you heal 1d8 per spell level. If this effect isn’t trigged by your next power die roll, it expires when you roll your power die. Tier III 7 Vile Taunt Line of sight and earshot Bonus Action You beckon another combatant within sight and earshot to come and attack you if they fail their WIS saving throw. They must use all actions to reach you and hurt you (so long as you remain in their line of sight). At the end of every combat round you roll another WIS saving throw to shake off the effect. 8 Toxic Cloud Self, does not move with you, lasts 1 hour per hit-die Bonus Action The space you occupy and 10’ around become toxic to others, if they enter that space, CON save or become poisoned Tier IV 9 Vortex 30’ Radius from starting location Bonus Action After you move, the space you originally occupied pulls all other combatants towards it by 30’ (STR save to negate) 10 Eyebite Range 120’ Reaction Action Force a lower level opponent to re-roll a d20 they just rolled. They use the second roll. Tier V 11 Invulnerable Self Bonus Action Become immune to all physical/magical attacks (not spells). This lasts until you next roll a power die. 12 Impenetrable Range Bonus Action Become immune to all spells (but not attacks). This lasts until you next roll a power die. LAIR ACTIONS (*1 lair action per round) Richard Harris (Order #28855998)
176 Richard Harris (Order #28855998)
177 Krampus Myth A Krampus is a corporeal spirit who feeds on mortal fear. The more fear they can coax from their victims, the more a Krampus’ power increases. The greatest of them have left centuries of nightmares and trauma in their wake. The Krampus’ origins are a mystery. Some say that Krampus was a son of Hel, and that he lived in Muspelheim until exiled by Surt and his Fire Council. Others say Krampus was a race that immigrated to Svartalfheim. Regardless, there are many Krampuses now, who at Yule descend upon and terrorize the southern lands of Midgard. Powerful Krampuses target adult mortals; the most powerful pursuing proud heroes, perhaps as a project of years. The cleverest Krampuses will arrange situations where the heroes themselves are their undoing, only striking when despair swallows them. However, the most common victim of a Krampus’ terror are the most vulnerable to it; children. A Krampus’ most common methods to induce fear are well known. It begins with coal. On the night of “Krampusnacht”, at the beginning of Yule, children leave out their shoes in the hopes of a local Nisser filling them with candy. If a child should receive coal in their shoes instead, they know they are now marked by the coal from a Krampus’ sack. (Why the typically benevolent Nisser would partner with a Krampus in this way is a mystery.) Later the Krampus will invade the home of the marked child and beat them with a birch stick. When next the Krampus Krampus returns it is only to throw the ashes and coal dust from their sack around the child’s house. The sack, now empty, is free to hold children. On the final trip the Krampus fills the sack with screaming, marked children, beats it with sticks, and carries it away to Svartalfheim for a day, for a year, or forever. A Krampus will do whatever it can to encourage the most terror in its victim, such as devouring a terrified child head-first, forcing other captured children to watch. Terror sweetens the meat for the Krampus, but fear is the most important thing. Perhaps the most curious trait of these otherwise fear-hungry malevolent beings is their parade at Winter Solstice. Then, Krampuses from all around gather to sing and dance in a procession, driving out the unquiet dead from the land, and dispersing the winter’s ghosts. Opportunistic Krampus’ will catch and beat children during this parade, but it is nonetheless a curious act of charity towards local villages. Or, perhaps the Krampuses are merely clearing the area from competition in the business of terror. Further Reading • The Krampus in Styria, by Maurice Bruce, 1958 • The Krampus and the Old, Dark Christmas: Roots and Rebirth of the Folklore Devil, by Al Ridenour, 2016 • “Who Is Krampus? Explaining the Horrific Christmas Devil”, from National Geographic, by Tanya Basu, 2013 Richard Harris (Order #28855998)
178 Krampus Lore Description A Krampus’ body has roughly human proportions; however, its features are arranged in a manner that strikes fear into mortal hearts, combining the most terrifying aspects of man and beast. Most of its body is covered in a coat of shaggy, bear-like fur that is typically brown, black, or white. On its head are antlers or horns. Its mouth bares terrifying fangs and a long red tongue. The feet of a Krampus are usually cloven hooves, but some have one human foot. A Krampus’ appearance grows more sinister as its beholder’s fear increases. A Krampus carries with it bells, chains, and a birch switch or whip. On his back is a bag, or a basket; at times this is filled with ashes and coal, and at other times with mortal children. Environment On moonless lights during Yule Krampuses hunt in the villages of southern Midgard, preying on isolated farmhouses as often as more densely populated villages. A Krampus is territorial and will only consort with each other for mating purposes (the female Krampus is called a “Perchta”) or in their once-yearly parade through human villages during Krampusnacht. If they meet otherwise, they will engage in “Rempler”, a ritual shoving-match, to resolve territory claims. Vulnerabilities • Only active during Yule • Powerless against someone unafraid, such as someone with great bravery, strong religious faith, or devoted higher virtues such as love • Should a victim give in to madness, the Krampus loses the benefit of the victim’s fear • Mortals who witness a crack in a Krampus’ well-cultivated terrifying image, such as its sense of humour, or it lusting after buxom mortal women, become immune to its terror Habits Better-known habits • Leaves coal for naughty children, beats them with birch sticks, and may take them away to be devoured • Once a year, Krampuses parade together through villages. Brave or foolish young men test their bravado to go out that night impersonating a Krampus Lesser-known habits • Feeds off the fear they evoke, which is why they especially target and terrorize children • Will avoid direct conflict with multiple opponents, but if it must fight a group it will always target the weakest, and leave their dead to frighten the populace • Immune to the effects of heat and fire Nearly-unknown habits • Peers into the hearts of mortals and knows their secret fears • Walks along walls, rooftops, and even upside-down on ceilings Quest Idea • It is Yule and cold. The village sinks into despair as game grows even more scarce and the fear of starvation is realized. The weak freeze in snowbanks. Survivors mourn and grow hungrier still. • Among the starved households there is a strange happening. At several houses now, whole families have been found dead, with each body left headless. Richard Harris (Order #28855998)
179 • No beast has been seen coming or going within the village, but someone—or more likely some thing— has been eating the heads of the starving. • After each of these events, on the following night, small packages of sweetmeats wrapped in holly leaves have been left at the doors of the other villagers. • Some say this village must have a supernatural benefactor, leaving food. Others fear that they are being offered the sausage of the minced heads of their neighbours. But with starvation so near, the meat is always accepted and eaten. • Believing there is safety in numbers, the remaining two dozen villagers and their children have cloistered at the inn to share a single fire. This is the inn the denizens chance upon in their travels. • There is a snowstorm in the sky and this inn is the only acceptable shelter the denizens are likely to find. • The only payment accepted at the inn is food, in trade of warmth and shelter, so the denizens will have to pay with their rations or whatever game they have already caught. • The villagers do not easily talk about the terror of their situation. There is one woman, however, who spends all her time in a dark corner, farthest from the fire, weeping. • The villagers have learned to ignore Signi’s sobbing for her lost husband and children, but it may well keep the denizens awake at night. • The villagers themselves don’t sleep much anymore, existing in a perpetual state of terror. • Then, as the villagers converse with the denizens or when the denizens talk among themselves, the sobbing of Signi stops. An eerie silence spreads through the inn. • When the denizens investigate, they find Signi’s headless body. It looks like there are teeth marks around the neck. • One villager goes mad and runs outside into the cold unclothed. • Later, a woman named Dagrun cannot find her child. Neither can any of the other parents in the village. They were last seen playing together among the straw. These are only children remaining in the village. • Investigating the dark corner where the straw is kept, the denizens hear a creek-creek-creek as though a weight swings on a rope. They find a burlap sack, suspended from a rafter beam. The sack is wet to the touch, and drips. When someone opens it up, they find inside the beaten bodies of the missing children. • The mother Dagrun takes up a knife and suicides in despair. • The Krampus is all but invisible among the shadows of the longhouse’s rafters. He will continue to prey on the weakest villagers, picking off whoever separates from around the fire. • When one villager sobs and yells at the rest, a clawed hand touches their shoulder, and pulls them into the darkness. • When the remaining villagers are on the brink of madness, the doors to the longhouse fly open with a gust of wind. The storm rages outside. Just beyond the door is a pallet and on it are sausages, wrapped in holly leaves. There is enough on the pallet to ally starvation for those inside. • It is not in the Krampus’ interests that villagers should go mad. He wants to keep them at the pitch of terror, because it is the terror upon which he feeds. To that end, he also keeps them fed on sausages, so that not all hope will be lost. • Among the sausages, someone (preferably a denizen) finds a human hair. Richard Harris (Order #28855998)
SOCIAL ACTIONS 180 ACTIONS SKILLS EQUIPMENT & TREASURE Tier 1 Tier II Tier III Tier IV Tier V Krampus Sack Birch switch Chains Bells G H Tier I Tier II Tier III Tier IV Tier V Rempler (Athletics with advantage) Intimidation Deception Perception Arcana Aspects: natural AC +3; Can climb on any surface effortlessly Senses: darkvision 120’ Vulnerabilities: Radiant Resistances: Blunt, Slashing (or roll twice on the Damage Type table) Damage Immunities: Fire Condition Immunities: Charmed, Frightened, Paralyzed, Stunned vSpecial Abilities: During Yule: advantage on initiative, social saves, deal extra damage to youngsters (+4 children, +2 adults, +1 seniors); Can pass through walls; Can enter the dreams of those suffering from Krampus Nacht, the roll is made at a disadvantage (use the higher die roll) Secrets & Weaknesses: Deal 0 damage vs an opponent who does not suffer from the frightened condition (or roll on the Conditions table) Physical Whip (Melee Weapon Attack): deal 1d4 slashing damage per Tier and the victim must make a CON save or be poisoned. Only removed on a roll of 1 on a d6 after a long rest. Magical Evil Grin (Recharge 2-6): All opponents who are aware of your presence must make a WIS save or become frightened. Only removed on a roll of 1 on a d6 after a long rest. Tier I Assertive: Your Social Attacks gain +1 DC Terrorize: Perform a Provoke to Frighten with a +3 DC bonus Terrify: Perform a Question to a Frightened victim with a +3 DC bonus Tier II Victimize: Perform a Provoke to a Frightened victim with a +4 DC bonus to apply Apathy Tier III Dominate: Perform a Compel to a Frightened and Apathied victim with a +5 DC bonus to apply Apathy Tier IV Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier V Pragmatic: Reason saves gain a +1 bonus Tier I II III IV V Challenge Rating 2 4 6 8 10 Level/Hit Dice 10 13 17 21 22 Proficiency Bonus +2 +2 +3 +3 +4 Size M L L L H Speed (climb) 40’ 45’ 45’ 45’ 50’ Strength* +2 +3 +3 +4 +5 Dexterity +1 +2 +2 +3 +4 Constitution* 0 +1 +1 +1 +2 Intelligence +1 +1 +2 +3 +3 Wisdom* +1 +1 +2 +2 +2 Charisma 0 0 +1 +1 +1 Initiative +1v +2v +2v +3v +4v Hit Points 50 78 102 126 154 AC 14 15 15 16 17 Power/Spell DC 11 11 13 14 15 Reach/Range 10’ 15’ 15’ 15’ 20’ To-hit bonus +4 +5 +6 +7 +9 Damage bonus +2v +3v +3v +4v +5v Legendary Actions 1 1 1 1 2 Save vs. Passion* +3v +3v +5v +5v +6v Save vs. Reason* +3v +3v +5v +6v +7v Personality: Killing is a game Ideal: Promote fear Flaw: Fears love and faith Bond: The Yule season Characteristics - Chaotic Evil Languages: Common, Infernal, Orc, Halfling, Dwarvish, Sylvan, Elvish, Goblin, Gnome Monstrosity Krampus Richard Harris (Order #28855998)
POWER DICE ACTIONS 181 LEGENDARY and/or LAIR ACTIONS Tier I 1 Aura of Terror 120’ Radius Bonus Action Creatures of lower level within 120’ lose immunity to fear or poison. These effects last until you next roll a power die. 2 Teleportation Range 150’ Bonus Action You may teleport to a destination within line of sight, or a location you are intimately familiar with. 3 Chameleon Hide Self Bonus Action Gain greater Invisibility until the end of combat or until magically dispelled. 4 Feast of Fear Self Bonus Action Heal 1d12 per frightened enemy within 120’. Remove 1 condition per Tier from yourself Tier II 5 Instill Grief 120’ Radius Bonus Action Allies of a fallen ally (HP reduced to 0) must make a WIS save or gain the grief condition 6 Debilitating Fear 120’ Radius Bonus Action Enemies that are frightened must make an INT save or have their maximum HP halved until a long rest Tier III 7 Paralyzing Fear 120’ Radius Bonus Action Enemies that are frightened must make an INT save or be stunned for 1 minute 8 Evoke Nightmares Range 150’ Bonus Action Curse an opponent with the Krapus Nacht if they fail a CHA saving throw, when they make a short or long rest, roll a d6: result 1 remove this curse, result 2-3 normal rest, result 4-6 exhaustion +1 Tier IV 9 Turn Undead 30’ Radius Bonus Action When two or more Krampus are working together, they can turn undead as a cleric of equivalent level (hit-dice) 10 Hero’s Undoing 120’ Radius Bonus Action All enemies who succeed a saving throw have their critical failure range extended by a cumulative +1 (crit fail on a roll of 1, becomes a crit fail on a roll of 1 or 2). Max crit range 1-10. This effect persists until the end of combat. Tier V 11 Greater Clones Self Bonus Action You create 5 illusion clones of yourself. If you are targeted, roll a d6, on a roll of 6 you are successfully targeted, otherwise the attack or spell fails to connect. These effects last until you next roll a power die. 12 Song of Madness 60’ Radius Bonus Action Anyone caught in the area of effect must successfully make a WIS save or be afflicted by a madness (roll on the madness table). After a long rest roll a d6, a result of 1 removes the madness. Tier I to V Using a legendary action, choose one effect: - Temporal Actions: Roll an initiative dice, and add one more initiative entry for yourself to the master initiative list. You may perform actions on any initiative value that is attributed to you. This does not grant any additional actions. - Illusions of Grandeur: This is a reaction legendary action. When you take damage or an effect from an attack or a spell, you trick enemies of lower level with an illusion that the attack or spell didn’t affect you, when in reality it did. This illusion persists for 1 minute after which the illusion dissipates. Richard Harris (Order #28855998)
182 Laumes Richard Harris (Order #28855998)
183 Laumes Myth The Laumes began with Laima, a rogue Norn who left the sorority out of objections to its moral ambivalence. Laima believed Fate should be merciful, so she descended to Midgard, to the Baltics, to enact mercy herself. Most mortals do not know Laima, goddess of luck and fate. They only know the Laumes—a group of witches and spirits of the night. This is because Laima can replicate herself, manifesting in multiple places at once. In this way, Laumes—as they are called—can be present at all Baltic births. One waits outside the window of the room. At the moment of birth, a Laume whispers the child’s fate into a cloth. Given their origin as a Norn they can see into both past and future. If the mother does not survive, or gives the child up, a Laume takes on the role of spiritual foster mother. If the child does not survive, a Laume shepherds its spirit into the Otherworld. The Laumes hold an alliance with the Aos-Si, and believe the only salvation of child spirits lies beyond the Veil. Laumes will suddenly appear in homes and help with domestic chores, such as Sore who appears to teach young women how to weave. After teaching the girl, Sore will present her a test. If the young woman can guess the Laume’s name, she can keep the magical linen they made, which will unspool endlessly. If not, Sore will take the cloth away when she leaves. Richard Harris (Order #28855998)
184 Laumes also act as guardian spirits to overworked mothers. There is a tale of one mother who worked so much that she forgot her son outside. That night she realised her mistake, and ran panicked into the darkness to find him. She came upon her son in the company of three Laumes, who assured the mother of his safety. To unburden the mother, the Laumes gave her a magic bolt of cloth that forever unfurls, and such gold and provisions as to afford to raise four children. Delighted, the mother returned home. However, a Laume is not always kind. A neighbouring mother heard what happened and wanted the same for herself. The next night, she abandoned her child to the fields. When she returned the next day, she found her child dead. The Laumes knew of the mother’s greed and moved the child on to the next life. More commonly if a parent is unfit, a Laume will kidnap the child to raise themselves. They leave in its place an Effigy made from a broom or straw bundle. It looks human, but is large-headed, and cannot walk or speak. If the parents kill the fake child, they will find their own child’s body, dead. To have their kidnapped child returned the misbehaving parents must beat it with an ashberry rod, or demonstrate their desire to fry it in the oven for food. Then the angered Laume will return, throw the human child back into the cradle, and snatch away her straw baby. Since splitting into hundreds, the Laumes have taken on something of a life of their own. Most have their own names, like Sore. Many Laumes marry young men and become excellent wives. It is unclear if Laima still acts as an independent body, or it she is subsumed into the larger collection of Laumes, only manifesting at times to continue her position as a Baltic goddess of luck and fate, to aid in the Seelie Court and its War of Shadows, and to stretch rainbows across the sky to appease the anger of the Baltic thunder god Perkunas. Further Reading • Encyclopedia of Goddesses and Heroines, by Patricia Monaghan, 1981 • “The Fairies and the Baby”, Lithuanian folktale • Lithuanian Philosophy: Persons and Ideas, edited by Jurate Baranova, 2001 • Teutonic Mythology Volume 4, by Jacob Grimm, 1880 Laumes Lore Description A Laume is a maternal spirit. Her face is always hidden under a cowl, giving rise to the idea that beneath is the head of a goat with only one eye. The rest of her body may be robed, or undressed, revealing her exaggeratedly feminine features: wide hips, and voluptuous, soft breasts—but with nipples made of stone. She may also appear in the form of animals, such as mares, dogs, bears, and goats. Environment Laumes live near water in dark pine forests, in abandoned bath-houses, on beaches and in meadows. They live in groups of three, raise human orphans, and keep herds of cows many times larger than mortal bovine. On dark, moonless nights, they enter villages to run errands of mercy. Peasants believe Laumes live in the clouds. Vulnerabilities • Hate the sound of a crying child, and will move to soothe them • If they hear of a child in distress, will save them • Fear the heat from fire Richard Harris (Order #28855998)
185 • Cannot enter a flax field or other fields of grain • May only enter a house through keyholes Habits Better-known habits • Folklore says they steal children out of jealousy since Laumes cannot have their own • Able to do women’s work perfectly; especially skilled in weaving and spinning • Will punish those who ridicule them, those who are lazy, and wicked parents • Encountering one is often a sign of impending tragedy • Do their laundry on Thursdays after sunset. No mortal woman is allowed to do the same Lesser-known habits • Especially dangerous to men who are poor husbands or fathers; may tickle them to death and eat their bodies • Can cause hail, storm or rain by singing, dancing or by curses • A Laume sometimes has strange irrational compulsions. Work started must be completed; the loom must be fed by thread, even if it is the hair or guts of the nearest mortal Nearly-unknown habits • Shepherd the spirits of deceased children to the afterlife • Most powerful on the Friday of a New Moon, and during rainy times of the year • A Laume can duplicate herself at any time and make another of her kind. That Laume shares her source and her heart with her progenitor, Laima, but continues on with a life and identity of her own. At least, as far as mortal minds can comprehend • Laumes act as midwives for difficult or magical births, those of demi-gods, Jotun, and the gods Quest Idea • Local farm-woman Thyra is outraged her 3-yearold child Sjurd has been kidnapped and a straw child left in his place. • The straw child pretends to be a human child, but is mute and incapable of moving from the spot where it is placed. Still, it exhibits eerie child-like gestures and seems to want to be mothered. • Thyra demands of the Karl that justice be done and her child returned. The Karl, moderately annoyed but still concerned, has dispatched the denizens to see justice done, in whatever form it takes. • Thyra and her husband Keld tried for many years to have a child of their own, so Sjurd is by local accounts the most precious thing in Keld’s life. • Neighbours say Thyra was not a kindly mother, and appears to be treating the ugly, mute, large-headed straw child even worse, having locked it in a cupboard. • Keld, farmer of cows, seems to enjoy the company of the straw child. • It is possible that this straw child is her child, enchanted, but the popular local superstition is that Laumes kidnap children from jealousy. However, Laumes have not been known outside of the Baltic region, and none could name anyone who has seen a Laume. Thyra is convinced it is a Laume at work, and demands the Denizens venture into the misty hills to the west to kill her and bring back Sjurd. Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 186 ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Treasure Type 1d20x10 gp, G 2d20x10 gp, H 3d20x10 gp, I 4d20x10 gp, I x2 5d20x10 gp, Ix3 Tier I Tier II Tier III Tier IV Tier V Craft Insight Perception Arcana Intimidation Physical Touch (Melee Attack): deal 1d12 radiant damage per Tier Magical Guilty Verdict (Recharge 3-6): Deal d6 psychic damage per hit-die (half on a successful WIS save) to an opponent who has harmed an innocent in the last 24 hours. Tier I Assertive: Your Social Attacks gain +1 DC Dig Deep: A successful Question attack gains +1 Strings Curious: Perform a Question Attack with +2 DC Tier II Tight Lipped: Question Defense +2 saving-throw bonus Tier III Agitator: Perform a Provoke Attack with +3 DC vs someone who harmed a child Tier IV Mob Rules: Grant nearby allies +2 Compel Attack DC Tier V Persuasive: Perform a Compel Attack with +2 DC Aspects: Advantage on saving throws against spells and magical effects. Senses: Truesight 120’ Vulnerabilities: Fire Resistances: Nonmagical Weapons Damage Immunities: Psychic, Radiant Condition Immunities: Blinded, Charmed, Frightened, Paralyzed, Petrified, Poisoned, Stunned vSpecial Abilities: Add INT to AC if not wearing armour; Casting spells on Friday or during rainfall have a boosted DC by +3 Secrets & Weaknesses: Cannot enter wheat or flax fields (or roll on the Location table); Will always come to the aid of a child in distress Tier I II III IV V Challenge Rating 5 9 13 17 21 Level/Hit Dice 15 20 23 30 32 Proficiency Bonus +2 +3 +4 +5 +6 Size M M M M M Speed 30’ 30’ 30’ 30’ 30’ Strength +1 +1 +2 +2 +3 Dexterity +1 +2 +3 +5 +6 Constitution +1 +2 +3 +3 +4 Intelligence* +3 +5 +6 +8 +9 Wisdom* +2 +3 +4 +6 +7 Charisma* +1 +2 +3 +3 +4 Initiative +1 +2 +3 +5 +6 Hit Points 90 138 183 238 288 AC 14v 17v 19v 23v 25v Power/Spell DC 16v 19v 21v 24v 26v Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +3 +5 +7 +10 +12 Damage bonus +1 +2 +3 +5 +6 Legendary Actions 1 2 3 4 5 Save vs. Passion +2 +3 +4 +6 +7 Save vs. Reason* +5 +8 +10 +13 +15 Characteristics - Lawful Good Personality: Kindness and secrecy Ideal: Caretakers of children Flaw: Prone to anger and overreaction Bond: Laumes sorority Languages: Common, Celestial Fey Laumes Richard Harris (Order #28855998)
POWER DICE ACTIONS 187 Tier I 1 Lesser Clones Self Bonus Action You create 3 illusion clones of yourself. If you are targeted, roll a d4, on a roll of 4 you are successfully targeted, otherwise the attack or spell fails to connect. These effects last until you next roll a power die. 2 Hail Storm Range 300’, 20’ radius and 40’ high cylinder Bonus Action Deal 2d8 bludgeoning damage and 4d6 cold damage, DEX save for half damage 3 Gaseous Form Self Bonus Action Cast the spell Gaseous Form on yourself (no components needed). To revert is a free action. 4 Beast Shape Self Bonus Action Shapechange into a beast of lesser CR. Gain all powers, abilities and spells, but you also retain your power die actions. Tier II 5 Tickle Spell Range 30’ Bonus Action WIS save or fall prone, becoming incapacitated and unable to stand up. Victim makes a WIS save every round to end the effect. 6 Accursed Word 120’ Radius Bonus Action Opponents make their saves at a disadvantage. These effects last until you next roll a power die. Tier III 7 Blessed Word 120’ Radius Bonus Action Allies make their saves at with advantage. These effects last until you next roll a power die. 8 Word of Reckoning Range 240’ Reaction Action Attacker suffers the same fate that you suffer from the current spell or attack their are performing against you Tier IV 9 Word of Restoration 10’ Radius Bonus Action If any ally within range falls to 0 HP, they are healed to half HP instead. These effects last until you next roll a power die. 10 Wild Magic 60’ Radius Bonus Action Enemy spells cast in the area of effect cause a wild magic surge (random roll). These effects last until you next roll a power die. Tier V 11 Summon the Children Adjacent Bonus Action Summon 1d4 Utburden (see page 237) of a CR no greater than your own. They fight for you. 12 Destroyer of the Wicked 50’ Radius Bonus Action Non-good enemies take d6 radiant damage, evil enemies take d12 instead. The number of dice rolled is equal to your hit-dice. CHA save for half damage. LEGENDARY ACTIONS Tier I to V The Laumes farmstead is filled with dire beasts and children. Lair action choices (Recharge 4-6): - Summon a friendly dire beast (double ability scores of a normal beast) Tier IV to V Lair action choices (Recharge 4-6): - Cast Weird - Reaction lair action: 50% spell failure to an enemy caster Tier I to V Using a legendary action, choose one effect: - Teleport a child to your lair - Succeed a failed saving throw instead failing Tier IV to V Using a legendary action, choose one effect: - Cast Control Weather - Re-Roll your initiative dice with advantage and set a new initiative position for yourself (takes effect next round) LAIR ACTIONS Richard Harris (Order #28855998)
188 Lyngormyr Myth A Lyngormyr is a huge two-armed serpent who uses its terrifying power to subjugate humans. Lyngormyr do not rule—they have no interest in politics—they dominate an area by force and fear. Once it does so, it spends years amassing treasure and feasting on victims. Such was the case of the Lyngormyr named Stoor who terrorised the Orkney countryside; the Sockburn Worm to the village of its namesake; the Somerville Worm at Jedburgh; and the Lyngormyr that lived near Klagenfurt, despite the local Duke’s standing bounty. Even the infant Lyngormyr given to Princess Thora Borgarhjortr by her father, Herraudr, the Earl of Gotaland, grew until it wrapped around the castle and exacted harsh tolls for entry and exit. A similar situation happened with the Lambton Worm, who was caught from the River Wear in a young state—eel-like and with a salamander head—and grew over 4 years inside the village well to rise up and dominate the Durham countryside. The tendency of magic-wielders to transform into a Lyngormyr suggests it must be a primal form in the realms, easier to adopt than others. The most famous example Lyngormyr Richard Harris (Order #28855998)
189 of this is the Dvergar named Fafnir. After inheriting a cursed treasure as a blood-debt from the gods Loki and Odin, Fafnir transformed himself into a Lyngormyr to best protect the treasure against his covetous brother Regin. (They were both eventually killed by the hero Sigurd.) Transformation into a Lyngormyr is also sometimes a curse, as was the case for Princess Margaret of Bamborough Castle, turned into the “Laidly Worm” by her step-mother witch in jealousy of her beauty. The form is often used because it is so successful in regional tyranny. Lyngormyr are only held in check by heroism. Its chief vulnerability seems to be from within, but this is an unlikely place for a hero to find themselves well and still fighting fit. It takes a brave warrior to go willingly into a Lyngormyr’s maw, as did the knight Somerville when he dispatched a Lyngormyr by charging between its teeth with a flaming spear, mounted on a wheel. Similarly the Lyngormyr named Stoor was killed by the hero Assipattle when he threw flaming peat moss into its mouth. The Klagenfurt Lyngormyr was defeated with cunning by a farmer’s son, who baited the creature with a bull tied to a chain. When it swallowed the bull, it was hooked like a fish and killed. Another Lyngormyr was defeated by an unnamed hero wearing the magic Ring of Solomon. Using the supernatural strength bestowed by the ring, the hero—riding a wheeled metal horse—shoved a two-sided lance into the mouth of the Lyngormyr, and bolted the lance to the ground, such that the monster trashed for three days until its strength faded, and the hero bashed the weakened creature’s head with a rock. Perhaps the most direct example is the Sockburn Worm. It was defeated by John Conyers’ falchion piercing its inner throat. Richard Harris (Order #28855998)
190 Others have defeated a Lyngormyr from the outside. On the advice of a witch, John Lambton donned spiked armour to pierce the Lambton Worm’s underbelly as it coiled around him. Sigurd waited in a concealed pit for Fafnir to pass over, and then struck upwards. The Lyngormyr of Princess Thora was slain by Ragnar Lodbrok, future King of Denmark and Sweden, by a spear between the Lyngormyr’s two arms, where it is weakest. However, scores of knights and heroes died before each Lyngormyr was vanquished. Each held their territory for years or decades. Perhaps it’s true that these giant serpents are descendants of the primordial wyrms of Hverglmir. Several Lyngormyr are known to gnaw on the roots of Yggdrasil, among them Nidhoggr, Grabakr, Grafvolludr, Ofnir, Svafnir, Grafvitni, and his sons Goinn and Moinn. Others say these dragons are proto-Alfar who have adopted more sinister forms than their brethren. Certainly they are not to be taken lightly. Further Reading • Fornaldarsogur • Grimnismal • Hjalmthes saga ok Olvis • Illuminated Edda • Islenzkar Thodsogur • “The Lambton Worm legend”, an English folktale • Nibelungenlied • Ragnar Lodbrok, by Saxo Grammaticus • Say from Carinthia, by J. Rappold, 1887 • “Traces of Animal Worship Among the Old Scandinavians”, from Fraser’s Magazine, by Jon A. Hjaltalin, 1860 • Volsunga saga • The Yellow Fairy Book, by Andrew Lang, 1894 Lyngormyr Lore Description A Lyngormyr is a large wingless serpent with a dragon’s head. They move their slithering bulk by grappling surfaces around them with two clawed upper-arms, pulling their long body forward. As they age they grow a mane; the longer it is, the older the Lyngormyr. Their neigh-invulnerable scales shine when caught by light. Environment Lyngormyrs come from Myrkvid, along the strange lines where it intersects with Midgard. Though a Lyngormyr could live easily beneath a lake or fjord, it prefers forest caves near human settlements. In some cases it will enslave a village or kill the lord and warriors of a castle so to be attended by its servants. A Lyngormyr is a solitary creature, spending its long life of a thousand years or more amassing knowledge and treasure. It only seeks out others of its kind in mating season. Within its lair the Lyngormyr sleeps wrapped around its favourite treasure, a great tree, or a massive rock, so to hide its soft underbelly in sleep. Vulnerabilities • Its scales are weak between its arms, and just below • Inside its throat it has no armoured scales • A fire in a Lyngormyr’s gut, once lit, cannot be extinguished until its death • Can be sedated if it over-drinks cow’s milk; about 20 gallons or the work of 9 good cows • Hesitates when it goes to swallow whole something that will not fit in its maw • Prefers not to eat Godi or Missionaries; the power of the gods within them is unappetising Richard Harris (Order #28855998)
191 Habits Better-known habits • Emerges from its lair only at dusk and dawn • Eats cattle, horses, and other large land animals, but favours people as food • Greedy for treasure, baubles and trinkets • Loves knowledge and lore • Highly intelligent, with long-term planning. Will ransom the rich back to their families in exchange for treasure and livestock • Has several breeds, each with a different deadly breath. The most common has sulphuric and poisonous breath that it can blow in a sickening cloud Lesser-known habits • Typically coils around and constrict its victims before devouring them whole • Converses only with someone it deems to be of equal wisdom. Anything less is therefore food • Constrictive force is powerful enough to uproot trees. Wields the tree to ward off multiple attackers Nearly-unknown habits • When one is killed, the slayer must then also kill the next thing it sees, or be cursed with violent deaths for nine generations • Wearing its shed skin bestows knowledge about nature and medicine. To eat its heart is to gain this knowledge forever • Lairs near natural resources to attract the attention of heroes for an endless source of amusement and food Quest Idea • A nearby castle has been overtaken by a Lyngormyr. • The Lyngormyr named Skeggi was running a robbery racket out of his forest cave, sending bandits to rob travelers on the main road and bring him back treasure. • Then the local lord, Laird Iagan, increased his efforts of local law enforcement and captured the bandits. • In retaliation Skeggi has wrapped himself around the inner keep of Lord Iagan’s castle. The bandits are loose again, and it is assumed that Lord Iagan and his family have been eaten by the Lyngormyr. • Skeggi fancies himself the new lord of Iagan Castle. He has intimidated the servants into continuing their service, bringing him meals and fine wines, and continuing to upkeep the castle. • The Lyngormyr’s great head sits on the dias of the throne room, and from there he administers the estate. The state is actually doing quite well under the dragon’s care, but he is oppressive as a governor and his marshals—the former bandits—are brutal in carrying out their lord Skeggi’s orders. • Seoras, the young cousin of Lord Iagan, and rightful heir to the state should the Lord in fact be eaten, wants the denizens to slay the Lyngormyr menace. Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 192 ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Treasure only in lair A, B, C, F x2 A, B, C, F x4 A, B, C, D, G x4 A, B, C, D, H x4 A, B, C, D, E , I x4 Tier I Tier II Tier III Tier IV Tier V Perception, Arcana Survival, Nature Insight, Religion Deception, History Intimidate, Persuasion Aspects: Natural AC bonus equal to STR modifier; Can burrow through earth and rocks with a 10’ penalty to movement Senses: Darkvision 120’, tremorsense 30’ Vulnerabilities: roll on the Damage Type table Resistances: Bludgeoning, Slashing, Piercing Damage Immunities: roll on the Damage Type table Condition Immunities: Charmed, Paralyzed, Stunned vSpecial Abilities: AC bonus and Damage Reduction equal to your proficiency bonus Secrets & Weaknesses: The special abilities are countered if the attack is made against your belly (or roll on the Body Part table) using a called shot Physical Multi-attack (Melee Attack): Each round attack with both bite and tail to 2 different targets. Bite (Melee Attack): deal 2d8 piercing damage per Tier, smaller creatures make DEX save or be swallowed (see power dice actions on the next page). Tail (Melee Attack): deal 2d8 bludgeoning damage per Tier, smaller creatures make DEX save or be knocked backwards by 5’ per Tier. Magical Breath (Recharge 5-6): Enemies in a 50’ cone take 1d6 per hit-dice of damage (damage type determined by your immunity), CON save for half-damage. Tier I Curious: Perform a Question Attack with +2 DC Secretive: Gain advantage on Question saves Persuasive: Perform a Compel Attack with +2 DC Tier II Calculating: Gain advantage on Compel saves Tier III Resolute: Compel Defense +2 saving-throw bonus Tier IV Assertive: Your Social Attacks gain +1 DC Tier V Agitator: Perform a Provoke Attack with +2 DC Tier I II III IV V Challenge Rating 4 8 12 16 20 Level/Hit Dice 13 17 21 25 29 Proficiency Bonus +2 +3 +4 +5 +6 Size L H H G G Speed 30’ 40’ 40’ 50’ 50’ Strength* +4 +5 +6 +7 +7 Dexterity 0 +1 +3 +4 +4 Constitution* +2 +3 +4 +5 +5 Intelligence* +1 +2 +3 +4 +7 Wisdom +1 +2 +3 +4 +7 Charisma 0 +1 +1 +1 +1 Initiative 0 n +1 n +3 n +4 n +4 n Hit Points 91 125 175 225 275 AC 16v 19v 23v 26v 27v Power/Spell DC 11 13 15 17 21 Reach/Range 10’ 15’ 15’ 20’ 20’ To-hit bonus +6 +8 +10 +12 +13 Damage bonus +4 +5 +6 +7 +7 Legendary Actions 1 2 3 4 5 Save vs. Passion +1 +2 +3 +4 +7 Save vs. Reason* +3 +5 +7 +9 +13 Personality: Cunning strategist and hermit Ideal: Acquire wealth and power by any means Flaw: Fear anyone wiser or stronger Bond: Magical, valuable, rare and powerful artifacts Characteristics - Chaotic Evil Languages: Common, Draconic, Deep Speech, Dwarvish, Terran, Undercommon Dragon Lyngormyr Richard Harris (Order #28855998)
POWER DICE ACTIONS 193 LEGENDARY ACTIONS Tier I to V n While in your lair, you gain advantage on your initiative Stomp: By stomping in your lair, you cause small earthquakes and falling debris to strike your opponents for 1d10 per Tier bludgeoning damage, DEX save for half-damage Tier I to V Using a legendary action, choose one effect: - After you are attacked you can perform a free Tail attack if the attacker is within reach - After you take damage, you can heal half the damage you received Tier I 1 Swallow Reach, DEX save to negate Bonus Action You make one bite melee attack against a smaller creature (allowing for up to 2 bite attacks per turn). If the attack hits, the target takes the attack’s damage and the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 56 (16d6) acid damage at the start of each of your turns. If you take 80 damage or more on a single turn from a creature inside you, then you must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. If you die, a swallowed creature is no longer restrained by you and can escape from the corpse by using 20’ of movement, exiting prone. 2 Regeneration Self or Reach Bonus Action Heal 2d12 per Tier to self or an adjacent combatant 3 Mobility Self Bonus Action Perform a disengage move action 4 Divine Grace Self Bonus Action Until end of turn, gain advantage on all saving throws. Tier II 5 Magic Heart Self, special Reaction Action When you are targeted with a spell, after resolving it, you may store it in your core. While you have a spell stored, you boost your AC and to-hit rolls by the spell’s level. As a bonus action you may release and cast the spell with save DC boosted by your Tier 6 Whirlwind Attack Reach Bonus Action Gain a reach bonus +5’ per Tier and strike all opponents within reach (one to-hit roll and damage roll for all targets) Tier III 7 Tactician Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier 8 Celerity Self Free Action Until your action in the next round, every time you take damage, you may perform a free move action. Tier IV 9 Dodge Self Free Action You may choose 1 saving throw this round which you automatically succeed. 10 Terrifying Gaze Range 30’ cone, WIS save to negate Bonus Action Anyone caught in the area of effect must successfully save or be stunned until the end of the next round. Tier V 11 Anti-Magic Aura Self Bonus Action Until end of round, gain a 10% chance per proficiency bonus to negate all incoming magical spells (both negative and positive effects). Magic items cease working within 5’ radius. 12 Lucky Star Self Free Action This round, you may re-roll a number of dice equal to your Tier LAIR ACTIONS Richard Harris (Order #28855998)
194 Richard Harris (Order #28855998)
195 Nisser Myth A Nisser is a tiny fairy who acts as the guardian of a farm. As a folk, the Nissers began with intermarriage between Alfar and Dvergar. For whatever reason they elect to make their home in human farms, to work sleepless nights helping the farm prosper. Unlike most spirits who do chores, a Nisser will consort with the farmer and his family. If anyone in the farmhouse spills something on the floor it is customary to shout a warning to the Nisser not to slip. For its hard work a Nisser expects orderliness and respect. If respect is violated, a Nisser may act hastily and violently. For instance, a boy once played a trick on the farm’s Nisser, so in the middle of the night the Nisser dragged the boy from his bed, took him outside, and tossed him over the house nine times, running back and forth to catch the boy and throw him again, until letting the boy land in a pond. Even if the Nisser just believes the farmer is not working as hard as he could, it will turn all the objects in the house upside down. It is nearly impossible to get rid of a Nisser once it has chosen its farm. One farmer even burned down his home, only to find the Nisser standing beside him say: “It was time for a move!” If the Nisser is well treated, and expectations are maintained, its help is invaluable. One winter there was a tremendous amount of snow in Vosborg, and a calf-stable with 14 calves was snowed in so badly no one could enter. It took the farmer and his hands two weeks to dig their way through to the barn. They expected to find the calves starved to death. Instead, the calf barn was Nisser well-tended, the cribs filled with corn, and the calves were in good health. In payment for its service, a Nisser expects a bowl of porridge with butter once a year. A maid once played a trick, and served the farm’s Nisser its Yuletide porridge with its butter beneath instead of on top. When the Nisser saw no butter, it flew into such a rage that it went out to the barn and strangled the farm’s prized cow. When the Nisser returned and ate the porridge, and found the butter on the bottom of the bowl, it was filled with remorse. It spent the rest of Yule searching the neighbouring farms to replace the cow. Knowing the Nisser steals food and even livestock has its own social complications when the farmer visits his local village market, but Nissers are wide-spread and many such farms in the area may have their own. Though dangerous, a Nisser on a farm can benefit both mortals and fairies. One Nisser befriended the boy on the farm, such that the boy accompanied the Nisser on his nightly raid of stealing corn from the neighbours. The boy taught the Nisser to carry more than he usually did, and how to take a break. The Nisser had never heard of taking a break, and was overcome with wonder at the prospect. The unpredictable and hard-working Nisser, at long last, learned rest. Further Reading • The Fairy Mythology: Illustrative of the Romance and Superstition, By Thomas Keightley • Swedish Legends and Richard Harris (Order #28855998)
196 Folktales, By John Lindow, 1833 • The Tomten, by Astrid Lindgren, 1997 • The Tomten, by Viktor Rydberg, 2017 • Trolls, by Gail Barbara Stewart, 1883 • Var svenska tomte, by Ebbe Schon, 1996 Nisser Lore Description The diminutive fairy folk “Nissers” are usually around 12 to 35 inches tall. They have the appearance of old men, with white hair and sometimes long white beards. Their golden cat-like eyes glow in the dark. Their astute ears are pointed. Nissers dress in the same clothes as peasant farmers, but in loud colours, and often wear red knitted caps. Environment A Nisser lives among animals in a barn, sleeping on a pile of hay. They typically act as guardians for one farm, each, but multiple Nissers have been known to share chores. Outside of their interactions with humans Nissers live in small woodland communities with the females of their kind. Vulnerabilities • • Irrationally upset at rudeness, needless noise and tumult, disorder, broken patterns and irregularities, and unobserved traditions • • When upset, may take violent action, either hastily or by planning out the most hurtful revenge • • Love of colourful garb sometimes has them mistaken for the impish “Redcaps”. If given new clothes, the Nisser will leave the farm, feeling the present is too nice to be ruined Habits Better-known habits • Lives mostly hidden from humans, working in the night to accomplish farm chores like stable cleaning, animal grooming, feeding, and repairing • Every night steals crops from neighbouring farms to better the farm it patrons • Outrageous physical strength in contradiction to his size. Can deliver a box to the ears that will knock out most mortals • Fond of dancing, moonlight, and especially a porridge with a slice of butter on top • Never sleeps Lesser-known habits • Cares not so much the people on the farm as the well-being of the land and livestock • Not invisible as some believe; their size assists their naturally great speed and stealth • If appreciated, works hard. If unappreciated or insulted, will play tricks on their hosts to teach them a lesson. If attacked, it will use traps, subterfuge, and sabotage for revenge Nearly-unknown habits • Its bite is poisonous, and will not heal unless by magic • When a Nisser leaves a farm, it takes away everything it ever brought there, such that a wealthy farm that turns out their Nisser will sometimes find themselves destitute by morning • At Yuletide the Nisser will construct a goat made of straw and wood and bound with red ribbons. It will ride this goat to neighbouring villages and distribute presents. Unlucky Nissers see their straw goats killed by a Krampus, who take its place accompanying the Nisser, but distributing coal and beatings instead of presents • Churches sometimes have their own Nissers, called a “Kirkegrim” Richard Harris (Order #28855998)
197 Quest Idea 1 • Farmer Unnr approaches the denizens about how to get rid of his farm’s Nisser. • The Nisser was once hardworking and kind, and has helped the farm prosper even in these harsh times, but as it grows older the Nisser grows more cantankerous. • For instance, if the farmer oversleeps by so much as a few minutes the Nisser will fly into a rage at feeling unappreciated for his hard work. The last time that happened the Nisser then strangled to death the farmer’s prized goose and left its body in the farmer’s bed. • It’s not that farmer Unnr does not appreciate the Nisser’s help—it has been on the farm 10 years—but Unnr lives in fear of putting the shovel away on the wrong peg and finding his children beaten to death as a result. • It is time for the Nisser to return to his people in the mountains. But how can he be persuaded? Quest Idea 2 • One by one, the farms in the area succumbed to Fimbulwinter, all but one. One farm remains productive, even pristine, to the point where it has cleared much of its snow away. It is owned by a man named Torkel. • The other, struggling farmers are growing angry and appeal to your Karl for something to be done. Clearly this farmer Torkel is hoarding the good will of the land, and only prospers at the expense of his neighbours. • Your Karl is concerned and wants the denizens to get to the bottom of this. • The farm in question has a good relationship with a Nisser, who does not sleep and does the work of ten farmhands, but is also not above stealing from surrounding farms despite the farmer’s insistence. • Farmer Torkel tells the denizens that he couldn’t control the Nisser even if he wanted to. “There’s no getting rid of them,” he says. Besides, why shouldn’t he benefit from his own hard work and the benefits of his Nisser? Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 198 ACTIONS Tier 1 Tier II Tier III Tier IV Tier V B x2 B x3 B x4 B x5 B x6 Tier I Tier II Tier III Tier IV Tier V Craft Perception Sneak Animal Handling Nature Physical Bite (Melee Attack): Deal 1d4 piercing damage and become poisoned, CON save to negate Punch (Melee Attack): Deal 1d6 bludgeoning damage and they must make a successful DEX save or be knocked back 5’ and prone Magical Hide (Recharge 5-6): Become invisible Aspects: No need for sleep; Needs food/drink once per year; Advantage on saving throws vs spells Senses: Darkvision 120’ Vulnerabilities: none Resistances: Poison Damage Immunities: none Condition Immunities: Charmed, Paralyzed, Stunned vSpecial Abilities: Nisser can dodge attacks, roll 1d6, if the result is equal to or less than their Tier, the attack misses. Secrets & Weaknesses: If they are attacked by weapons/tools they forged (or roll on the Materials table) they lose their special abilities Tier I Resolute: Compel Defense +2 saving-throw bonus Calculating: Gain advantage on Compel saves Pragmatic: Reason saves gain a +1 bonus Tier II Steadfast: Social Defense +1 saving-throw bonus Tier III Curious: Perform a Question Attack with +2 DC Tier IV Persuasive: Perform a Compel Attack with +2 DC Tier V Sinister: A successful Compel attack can ignore 1 Characteristic limitation Characteristics - Lawful Neutral Personality: Loves to help Ideal: Hard worker Flaw: Easily offended and vengeful Bond: The family who has accepted him Languages: Common, Sylvan Tier I II III IV V Challenge Rating 1 2 3 4 5 Level/Hit Dice 8 10 13 14 15 Proficiency Bonus +2 +2 +2 +2 +2 Size S S S S S Speed 25’ 25’ 25’ 25’ 25’ Strength* +3 +5 +5 +5 +5 Dexterity* +1 +1 +2 +3 +3 Constitution 0 0 0 +1 +1 Intelligence* +1 +1 +1 +1 +1 Wisdom 0 0 0 0 +1 Charisma -2 -2 -2 -2 -2 Initiative +1 +1 +2 +3 +3 Hit Points 40 50 65 84 90 AC 11v 11v 12v 13v 13v Power/Spell DC 13 15 15 15 15 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +5 +7 +7 +7 +7 Damage bonus +3 +5 +5 +5 +5 Legendary Actions 1 1 1 1 1 Save vs. Passion 0 0 0 +1 +1 Save vs. Reason +2 +2 +2 +2 +2 Fey Nisser Richard Harris (Order #28855998)
POWER DICE ACTIONS 199 LEGENDARY and/or LAIR ACTIONS Tier I 1 Accident Range 30’ Bonus Action WIS save or fall prone, becoming incapacitated and unable to stand up. Victim makes a WIS save every round to end the effect. 2 Disarm Reach Bonus Action Until end of round, you may choose to suffer a -2 to-hit, but your attack will disarm your opponent if it hits. To remove a shoeld or a 2-handed weapon, you must suffer a -4 to-hit. 3 Ethereal Form Self Bonus Action You cast Etherealness on yourself 4 Minor Nature Invocation Special Bonus Action Cast a level 1 Druid spell (no V, S nor M required) Tier II 5 Summon Fog Self, 60’ radius Bonus Action Summon a dense fog that obstructs line of sight limiting it to 10’ to all combatants without tremorsense 6 Power Attack Reach Bonus Action Perform an attack action with a +2 damage bonus per Tier Tier III 7 Hex Eye Line of sight Bonus Action Choose a target upon the battlefield, they roll disadvantage on saves, attacks and skill checks (WIS to negate) this round 8 Lunging Attack Reach Bonus Action Perform a move action followed by an attack action Tier IV 9 Tactician Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier 10 Whirlwind Attack Range Bonus Action Gain a reach bonus +5’ per Tier and strike all opponents within reach (one to-hit roll and damage roll for all targets) Tier V 11 Grab and Throw Reach and range 30’/120’ Bonus Action You grapple an opponent within reach (opposed STR check). You may throw that opponent instead of performing a regular attack, range 30’/120’, dealing 1d6 damage to the target and the projectile opponent per 5’ of distance traveled. 12 Redirection Self, WIS save to negate Bonus Action The next attack against you is redirected to another target of your choice. The target must be valid (i.e. reach, etc.) Tier I to V Your lair is bound by your farmstead’s property line. Using a legendary action, choose one effect: - Teleport: teleport to any location in your lair - Trap: 1 enemy in the lair must make a DEX save or be afflicted by any 1 condition: blinded, deafened, or prone Richard Harris (Order #28855998)
200 Richard Harris (Order #28855998)