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D&D 5e Creatures from Fairy Tale and Myth

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Published by rip656, 2023-02-22 13:25:16

D&D 5e Creatures from Fairy Tale and Myth

D&D 5e Creatures from Fairy Tale and Myth

51 Richard Harris (Order #28855998)


52 Svart Alfar Myth The Svart Alfar bring change and vibrant antagonism to the universe. Long ago when the Svart Alfar allied with the serpents of Niflheim to attack Galligarm, the second of the cosmic trees, their attack was repelled by an alliance of the Vanir, Muspel Jotuns, and Lios Alfar. The Svart Alfar were not discouraged by their failed war— rather, they found in it a love of conflict and change. The Svart Alfar believe they must act as catalysts against stagnation, and specifically oppose the Lios Alfar’s oppressive conservatism. Physical change is easy for the Svart Alfar, who need the use of it to survive the shifting environment of their native Svartalfheim. It was the powerful gladr Hor who taught the art of shapechanging to Loki and Odin. Some even believe that Ratatosk, the cosmic squirrel is truly a Svart Alfar living in the form of his favoured beast. It would explain the Alfar-like ease of his travel along Yggdrasil’s branches. Physical change however, is not as difficult for the Svart to justify as their emotional fluidity. Many view the Svart Alfar as “evil” because they have no moral compass, they hold nothing as taboo and have no appetite for moralizing or law. In fact, with Yggdrasil populated by so many stubborn, rigidly-minded and prideful races, the Svart Alfar stand as the most accepting of all. Norfi, for instance, left his own people to align with the Jotun in the kingdom of Hvergelmir, and lived peacefully among them in a shapechanged state. Nott, sired by Norfi, was the first ruler of Svartalfheim to broker peace with the Lios. Nott, the peacemaker, had children with a Lios Alfar, and also with a Rime Jotun, and a Dvergar. Yet, no other being has so single-handedly precipitated Ragnarok, perhaps the greatest expression of change. This contradiction is at the heart of Svart Alfar ethos. The largely benevolent beings who populate Yggdrasil encourage positive feelings and maintenance of the norm. The Svart Alfar feel that to restrict change is to forge chains, and so must counter-act this imbalance, even going so far as to encourage fear, revenge, lust, and every other experience oppressed or shunned. To this end, Norfi brokered the servitude of the Svart Alfar in the coming war to the great serpent Nidhogg in exchange for the power and opportunity to inflict these states. In a universe that includes Niflheim, Valhalla, Draugar, and Haugbui, the Svart Alfar see death as just another form of change. The War of Shadows between the Lios and Svart Alfar rages now in the periphery of Ragnarok, and boils over into the dreams of the gods. The Lios want to preserve the state of the universe, something the Svart feel is worthy of war. Beware any fight between Svart and Lios, because it will always lead to something new and unexpected. Further Reading • Codex Regius, Havamal • Deutsche Mythologie, by Jacob Grimm, 1880 • Hyndlujoth • Orkneyinga • Prose Edda, Gylfaginning • Poetic Edda, Lokasenna • Prose Edda, Skaldskaparmal • Poetic Edda, Vafthrudnismal • Poetic Edda, Voluspa • Illuminated Edda Svart Alfar Lore Description Often invisible or shapechanged, the Svart Alfar in its settled form is a sickly looking man-shape, with the skin of ink blots, dark mottled hair, and beardless. Some Svart Alfar subtly manifest the bestial characteristics of Richard Harris (Order #28855998)


53 Habits Better-known habits • Easily amused • Love music and other arts • Despise order and law • Nothing is taboo Lesser-known habits • Their exhalation is injurious to mortals, and is called alfgust or alfblæst. Swelling will occur by being too near a place where they have spat • Rumours say the Alfar fight a “War in the Shadows”, Lios against Svart Nearly-unknown habits • The Alfar are unaffected by the loom of the Norns • In the War of Shadows the Svart Alfar are christened the “Unseelie Court” and share allegiance with the serpent Niohoggr and his kin Quest Idea • When a Denizen expresses aptitude for an art, a dark and mysterious stranger named Os appears and offers patronage. • Potentially unknown to the denizen, Os is a Svart Alfar, searching for art beyond Svartalfheim to bring back to his home realm, and astound his social circles. • The denizen must make new and unique pieces of art, always better, and at an unreasonable pace, or else Os will turn violent. “You have wasted your talent and I will send you to meet Hel!” wolves, boars, goats, or other beasts on their physical form. Even so, their features are handsome, and they hold noble bearing. They speak sweetly with well-chosen words. Some claim the scent of death lingers around the Svart Alfar, but perhaps that is just their affinity and their preoccupation. The unlearned may confuse the Svart Alfar with the Dvergar, because some of both races are capable of shapechanging to a favoured beast, but the Svart also hold dominion over the chosen beast, have favour with its kind, and may send them on errands or to war. Environment The home realm Svartalfheim of the Svart Alfar is a landscape of chaos. It does not hold a fixed physical form. It is a shifting maze of madness and its appearance and substance change within a blink or a glance. The Svart Alfar mind loves change, adapts well to the randomness of the scenery, and enjoys the art of its apparent nonsense. In Midgard the Svart Alfar make homes that are similar in attitude: underground caverns that twist in puzzles; known woods that change their pathways to always circle back to some sinister spot; streams that turn upside-down when entered; mad mountains that lead a traveller in circles until exhaustion and eventual entombment. Of these, the Svart Alfar enjoy the underground most of all. Vulnerabilities • Allergic to cold iron • Obsession with riddles and tricks of the mind • Abhor monotony and continued repetition • Have some attitudes of the beast they favour, its likes and its vulnerabilities • Enjoy being outsmarted, and will grant boons to anyone who offers them such amusement Richard Harris (Order #28855998)


EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 54 Tier I Curious: Perform a Question Attack with +2 DC Agitator: Perform a Provoke Attack with +2 DC Persuasive: Perform a Compel Attack with +2 DC Tier II Assertive: Your Social Attacks gain +1 DC Tier III Dig Deep: A successful Question attack gains +1 String Tier IV Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier V Harassment: Grant nearby allies +2 Provoke Attack DC ACTIONS Tier I Tier II Tier III Tier IV Tier V Nature, Intimidate Arcana Perception Animal Handling Performance Physical Alfar great axe (Melee 5’ Weapon Attack): deals 3d6 slashing damage. Each round, 1 attack per Tier Magical Dark Step (Recharge 3-6): Teleport up to 30’ and apply Madness to all adjacent combatants (WIS save to negate). The effect is rolled on the Madness table and has a duration of 1 minute. Tier 1 Tier II Tier III Tier IV Tier V lAlfar Weave AC +4 nAlfar great axe +1/Tier (max +3) d100 PP, G d100 x2 PP, G x2 d100 x3 PP, G x3 d100 x4 PP, H d100 x5 PP, I Aspects: No need for sleep or breath Senses: Truesight 120’ Vulnerabilities: Radiant Resistances: Acid, Cold, Fire, Force, Lightning, Psychic, Thunder Damage Immunities: Necrotic, Poison Condition Immunities: Blinded, Charmed, Stunned vSpecial Abilities: While in complete darkness, movement is doubled and you gain advantage on attack rolls, saving throws vs. spells. Secrets & Weaknesses: A dim light will remove special abilities and while in under sunlight all advantages turn into disadvantage. Take double damage from iron weapons (or roll on Materials table on page 18) Personality: Liberal Ideal: Chaos, pleasure Flaw: Unpredictable Bond: Fight law and order Characteristics - Chaotic Neutral Languages: Common, Primordial Fey, Elemental Alfar, Svart Tier I II III IV V Challenge Rating 4 8 12 16 20 Level/Hit Dice 15 21 25 28 31 Proficiency Bonus +2 +3 +4 +5 +6 Size M M M M M Speed 80’v 80’v 80’v 80’v 80’v Strength* +3 +4 +5 +6 +7 Dexterity +1 +2 +3 +4 +5 Constitution* 0 +1 +2 +3 +4 Intelligence 0 +1 +2 +3 +4 Wisdom* +1 +2 +3 +4 +5 Charisma +3 +4 +5 +6 +7 Initiative +1 +2 +3 +4 +5 Hit Points 75 126 175 224 279 AC 15l 16l 17l 18l 19l Power/Spell DC 13 15 17 19 21 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +6n +9n +12n +14n +16n Damage bonus +4n +6n +8n +9n +10n Legendary Actions 1 1 2 2 3 Save vs. Passion* +3v +5v +7v +9v +11v Save vs. Reason* +2v +4v +6v +8v +10v Richard Harris (Order #28855998)


55 POWER DICE ACTIONS LEGENDARY and/or LAIR ACTIONS Tier I to V A Svart Alfar’s lair is usually a large imposing stone and the environment around it (up to 600’). As a legendary action, choose 1 effect: - Retreat to your stone lair (range 10’), or exit your stone lair. - While in the lair you heal 10 HP per Tier per round. The stone lair has AC 21 and 3000 HP. Crafting a new stone lair requires 10,000 gp of esoteric material components and a month of enchantment. Tier I 1 Beckon the Night Self, 30’ radius Bonus Action Create magical darkness for the duration of the round. Celestial and plants in the area-of-effect suffer the exhaustion condition at 3 intensity (CON save to negate). Magical light will reduce the darkness to regular darkness allowing darkvision to function. Leaving and re-entering the darkness does not stack the exhaustion effect, and leaving does not reduce the intensity. 2 Retreat Self Free Action Perform a disengage action. 3 Regeneration Self Bonus Action Heal 2d12 per Tier to self or an adjacent combatant. 4 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. Tier II 5 Alfblast Self Free Action You exhale, all mortals within +5’ radius per Tier must make a CON save or become petrified. 6 Attack the Shadow Self Free Action Until next round you may strike someone’s shadow instead of them. Their AC is 10 and you still deal your full damage and effect. Tier III 7 Dark Juxtaposition Range 120’, DEX save to negate Bonus Action Switch places with another combatant in range. Use a legendary action to switch again with the same combatant. 8 Tendrils of Darkness Range 30’ Bonus Action Create 1 batch of black tentacles per Tier, within 30’ of you. The batch of tentacles occupy a 5’x5’ area and you may not create more tentacles than your Tier. Each batch can be placed separately and they have reach 10’, AC 10 and 10 HP per Tier. As a legendary action, you may have them attack any foe within reach, to-hit +3 per Tier, dealing 1d8 force damage per Tier and inflicting poison for 24 hours. Victims make a CON save resulting in half damage and negating poison. Tier IV 9 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. 10 Bind Shadows Range 120’, CHA to negate Bonus Action Bind your shadow to that of another. When you receive damage, half is dealt to you and half to the other combatant. Tier V 11 Clone Power Self, effect until your next power die roll Free Action You may learn 1 power/spell you witness while this power is in effect. You may use a legendary action to evoke that power. Learned power remains in memory for 1 minute. 12 Wind Back Time 300’ radius Bonus Action After this ability is used, the DM should note all damage, healing, conditions and events that transpire. During the Alfar’s next turn, they may negate all that has occurred since this power was evoked (negate all effects that occurred). The PC’s and NPC’s retain all memory of what happened, and witness the rolling back of time. Richard Harris (Order #28855998)


56 Askafroa Richard Harris (Order #28855998)


57 “Then, on all sides, the trees stirred, as if a gale was rising, though the air itself hung still. And great ash trees ahead became like furious women, barkskinned and wide-armed and learning forward to claw at Gautarr and Hallkell with fingers that were branches; waving, whipping branches.” ~Naddr, a skald in service to Karl Oblaudr Sigurdarson Richard Harris (Order #28855998)


58 Askafroa Myth Askafroa were first born out of a confusion of magic and nature when Svartalfheim spilled onto a branch of Yggdrasil. The tree-wife has since spread to many realms, most of all Midgard, where she protects her forest home against the influence of humans and gods. A handful of Askafroa will shepherd a forest through the coldest months until the relief of spring. It is with anger and sadness, then, that the Askafroa face the continuing horror of Fimbulwinter. Askafroa do not like settle in remote areas, but prefer dense forests between human settlements where they exercise tyrannical authority over travellers and local settlements. The Askafroa bless their husbands, the ash trees, with the power to curse any traveller that breaks a branch or twig upon them. The traveller may not even notice the indiscretion, attempting to traverse the dense Askafroa forest, but by the time they reach a village they will fall ill and their flesh will begin to dry and rot. It is not a coincidence that the Askafroa make it known locally that they can cure any disease, for a price, and so they have grown rich with elaborate favours from mortal ignorance. The Askafroa see their world shrinking in the Sword Age. Trees die as their depleted stores of energy are exhausted, or felled to fuel human fires. The Askafroa were once satisfied with a yearly sacrifice of water on Ash Wednesday, but the old rituals may not be enough to abate their hunger. Askafroa have some Alfar madness upon them in the winter when sap runs dry. In Fimbulwinter they have become desperate creatures. Askafroa will stop travellers in their woods to demand tolls of pure water, fecund soil or sunlight. If the traveller is unable to produce such impossibilities, the Askafroa will fertilise the ground with fresh mortal blood. At times the Askafroa even venture out of their forest to raid local villages, to drag the young or the sick back to the woods, and plant them in the ground. In this age, half-buried skeletons are a common sight in an Askafroa forest. The fraught and starving Askafroa may not survive the Age of the Sword, and who knows what horrors they may visit upon human settlements before they vanish from Midgard? Further Reading • Warend och Wirdarne, by Gunnar Olof Hylten-Cavallius, 1863 • A Dictionary of Superstitions and Mythology, by Biren Bonnerjea, 1920 Askafroa Lore Description The fey-tree Askafroa appears as the shifting image of a woman and an ash tree both. Its image is known to cause distress in mortals from its ever-changing nature, the inconsistency inspiring madness. In the morning she appears as a beautiful woman tree, sleek and fresh, with hair like leaves. In the evening her human appearance has a wrinkled face of split-bark, disheveled root-hair, and clothing of rotted moss. The Askafroa’s movements are like the swaying of a tree in the wind, and its voice like an autumn breeze carrying dead leaves. Environment Askafroa inhabit the denser and stranger forests in Midgard near human settlements. As the wives of ash trees, they live in small sisterhoods, mating with ash trees to propagate. Their ever-changing image is similar to the landscape in Svartalfheim, making some suspect this is their true home, although the Askafroa are territorial creatures and the stewardship of forests would be difficult in such a chaotic landscape. Some Askafroa live in the coolest places of the Jarnvid Woods, and others in the sunnier places in Myrkvid. Richard Harris (Order #28855998)


59 Quest Idea • Fimbulwinter shrinks the forests, starving the Askafroa. Sap has run dry. Water is scarce. Askafroa, and their trees, are dying. • Villagers go cold in Fimbulwinter, and are forced to raid the Askafroa’s forest for firewood, sparking a war with the creatures within. • Overnight a rural cottage was overtaken by trees. Where once was a cottage now stands a thicket of tall trees. The bodies of the villagers now hang from the branches. • Villagers retaliate with slash-and-burn tactics, but cannot work their way to the heart of the forest to the Askafroa Queen, Tollaf. • As the conflict escalates, trees invade cottages at night, specifically targeting those with functional wells or access to unfrozen streams. • Eventually trees cluster around the town’s own well, fortifying it against human theft. The Askafroa claim the water source as their own. • Villagers seek to burn down the whole forest, to end the Askafroa once and for all. It is a war against starvation on both sides. • Meanwhile, a child, Petronilla, grows sick in the village, and so her mother Svafa meets with the Askafroa, begging for a cure. Svafa agrees to betray the village. • Among the Askafroa some no longer believe they can live in Midgard, and want the denizens to negotiate passage for them to a better realm: Vanagard, Alfgard, or even Svartalfheim. • Tollaf, the Askafroa matriarch, sees no need to move when the Askafroa can kill the humans, claim their lands and resources. Vulnerabilities • Hold the ash tree as sacred and will not see it harmed • Fear fire, drought, and never-ending darkness upon them • As the forest gets smaller, so are the Askafroa reduced in number Habits Better-known habits • Traditionally appeased by caring for a tree on their forest outskirts • When a tree is cut in their forest, the Askafroa are aware • May be bargained with for firewood or lumber, provided the tree cut is not an ash • Have the power of curing diseases, for which they demand a boon Lesser-known habits • Anyone who breaks the branch of an ash tree in an Askafroa forest is cursed Nearly-unknown habits • Cannot harm a nearby village if a ritual is performed before sunrise on annual celebration of Ash Wednesday. Water must be poured over the roots of an ash tree while a Godi chants: “Nu offrar jag, sa gor du oss ingen skada,” meaning: “Now I sacrifice, so that you do us no harm.” Richard Harris (Order #28855998)


EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 60 ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Treasure Type F, K F, Kx2 G, Kx3 H, Kx3 H, Kx4 Tier I Tier II Tier III Tier IV Tier V Nature, Survival Animal Handling Stealth Intimidation Arcana Physical Stab (Melee 5’ Weapon Attack): large thorn deals 1d4 piercing damage. 2 attacks at Tier 3+ Magical Crush Mind (Recharge 2-6): projected thought deals 1d12 psychic damage per Tier (INT save for half-damage), range 30’ Tier I Curious: Question Attack +2 DC Resolute: Compel Defense +2 saving-throw bonus Group Think: Grant nearby allies +1 bonus on Social Defense saving throws Tier II Persuasive: Compel Attack +2 DC Tier III Dig Deep: A successful Question attack gains +1 String Tier IV Cool Head: Provoke Defense +2 saving-throw bonus Tier V Tight Lipped: Question Defense +2 saving-throw bonus Aspects: Amphibious, no need for sleep, INT + Proficiency used for Initiative Senses: Blindsight in any forest or body of water Vulnerabilities: Fire, Slashing Resistances: Poison, Psychic, Thunder, Bludgeoning, Piercing Damage Immunities: Nonmagical, Radiant Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned vSpecial Abilities: While in the lair, AC is doubled and all saving throws roll with advantage. Secrets & Weaknesses: Iron weapons and Nature domains spells negate the special Abilities (or roll on Materials and Magic School tables). Tier I II III IV V Challenge Rating 2 4 6 8 10 Level/Hit Dice 9 11 15 18 22 Proficiency Bonus +2 +2 +3 +3 +4 Size M M M M M Speed 30’ 30’ 30’ 30’ 30’ Strength* +1 +2 +2 +3 +4 Dexterity* -1 -1 0 +1 +2 Constitution* +1 +2 +2 +2 +2 Intelligence +2 +2 +2 +2 +2 Wisdom +2 +3 +4 +5 +6 Charisma 0 0 +1 +1 +1 Initiative +4 +4 +5 +5 +6 Hit Points 54 77 105 126 154 AC 18v 18v 20v 22v 24v Power/Spell DC 12 13 15 16 18 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +3 +4 +5 +6 +8 Damage bonus +1 +2 +2 +3 +4 Legendary Actions 1 1 1 1 2 Save vs. Passion* +4 +5 +7 +8 +10 Save vs. Reason +2 +2 +2 +2 +2 Personality: Warden & caretaker: Ideal: Learn about others. Deals indirectly Flaw: Madness & insanity Bond: Biome & wilderness Characteristics - Lawful (Chaotic) Neutral Languages: Common, Telepathy Fey, Plant Askafroa Richard Harris (Order #28855998)


POWER DICE ACTIONS 61 LEGENDARY and/or LAIR ACTIONS Tier I to V An Askafroa lair may be as small as a pond or as large as a sprawling forest reaching into several kingdoms. As a legendary action, choose 1 effect - Heal all Askafroa on the battlefield by 1d12 per Tier. - Add 1 ally worg or reef shark (or polar bear or hunter shark for tier IV and V) as a new combatant to the battle (roll initiative). During Ragnarok these creatures would add the undead type and have appropriate aspects and immunities. Tier I 1 Flesh Rot Curse Range 120’, CON save to negate Bonus action Curse an opponent who has damaged you or a living tree in your lair. A cursed individual loses 1 HP per hour, every 12 hours the damage per hour doubles (1, 2, 4, ...etc). This effect ends if a denizen of the lair forgives the afflicted. 2 Retreat Self Free action Perform a disengage action. 3 Animate Toxic Roots Range 30’, 4 targets, DEX save to negate Bonus action Pick up to 4 non-flying opponents that get grappled by roots bursting from the ground applying restrained & poisoned. Vines remain until you perform another bonus action. At the start of the next round any foes adjacent to the vines must make saving throws versus restrained and poisoned conditions. Vines have AC 10 +2 per Tier and HP 15 +10 per Tier. 4 Guardian of the Glade Range Free action Revert to Askafroa form (restore d12 HP) or change into an awakened Ash tree (apply the following modifiers: AC +8, Move -20’, Reach 15’, Actions: branch strike 1d20 bludgeoning damage per Tier). Tier II 5 Pine Cone Parasite Range 20’, DEX save to negate Bonus action Hold a pine cone aloft, firing seeds all around you, dealing 1d6 magical piercing damage per Tier. You can read the thoughts and see through the eyes of those impaled by a seed. To remove the seeds requires 2 hours and a DC 16 Medicine skill check. 6 Verdant Restoration Self or range 30’ Bonus action Heal 1d12 per tier and remove 1 condition affecting you or an ally in range. Tier III 7 Wild Madness Range 60’ Action Use your action to force another being who has a pine cone parasite (see above) to perform an action of your choosing (no saving throw). You have knowledge of their spells and abilities. The victim still retains their action on their own turn. This effect can be used outside of combat if the seeds have not been extracted. 8 Chameleon Hide Self Bonus action Gain greater Invisibility until the end of combat or until magically dispelled. Tier IV 9 Virulent Pollen Range 60’ cone, CON save for half effect Bonus action You exhale a cloud of toxic pollen, that deals 2d12 damage per Tier to any creature that requires breath. 10 Gust of Wind Range 20’, DEX save to negate Bonus Action Can kock back an adjacent combatant (unwilling get a saving throw) by 5’ per Tier. Tier V 11 Arboreal Menace Range 90’, CR 6 or less Bonus action Cast “Conjure Fey” as an innate spell with a casting time 1 bonus action. You may dispel the fey/beast as a free action. 12 One with the Land Self Bonus action Your HP is bound to the land, for 1 minute you gain 1000 HP but when the effect wears off, you meld into the land and go dormant. You sleep for 1 week, and upon waking you resume your natural form as you step out of the land. Richard Harris (Order #28855998)


62 Banshee Richard Harris (Order #28855998)


63 Banshee Myth There are many dreadful superstitions and stories that surround the legendary creature known as the Banshee. It is generally accepted that they are the restless spirits of the dead women and maidens. It is impossible to tell for sure, since no man or woman has been able to survive an encounter with this most dreadful apparition. Scholars and soothsayers can agree that for the most part they were Aos-Si women, those who live in the Seelie courts beyond the Veil. Faeries per se, that died in the realm of mankind and are now doomed to haunt its landscape. Mortal women who have been reincarnated as Banshees are said to have possessed some Faerie blood in their veins. Some say that they act as death agents for the Norns, extinguishing life when the mortal’s thread has ended. However, due to their own Aos-Si heritage, Banshees cannot be woven into the Tapestry of Fate, so the counter-argument is that they act in opposition to the Norns, acting as scissors on the sacred fate-thread. One of the most famous Banshees was Clidna, who began her existence as a Fairy Queen of Munster, who after a tragic fate became the Banshee of the MacCarthy clan. Her deeds are both noble and foul, making her one of the Morrigan’s favoured Banshees. The Morrigan is a Celtic goddess of ronown, and is known to orchestrate the actions of many notable Banshees. Reported apparitions describe the undead woman to be wearing a green, red, or grey dress. Some appear as old hags, while others as beautiful young maidens. The one thing they all have in common is their deathly keening—a shrill song that has to the power to stop a beating mortal heart. It is said that if a chorus of Banshees keen in concert, someone notable and great will die. If a Banshee is related to a mortal human family, then it is said that she will not leave the lands of her ancestors. Instead she will become both a boon and a bane upon her living kin. These benevolent Banshees are called Leananshees. There was a very specific tale of the O’Reardon clan and their familial Banshee. She would warn the family of an impending death, and if a family member died abroad, she would carry the news home. Many Eriu families name their Banshee, such as the family O’Connelan with a Banshee named Aine. The Ua Neill clan knew a Banshee in their Ulster Wood named Maeveen. Out of respect, this family set a room aside for Maeveen in their castle near Lough Neagh. A Leananshee named Eodain accompanied the king of Munster upon the battlefield. She shrieked causing many of his enemies to die before the battle even had begun. Conversely, hateful Banshee tales outnumber the more cheery kind. In the county of Mayo, a young maiden was killed by the head of a prominent clan. Before she died, she promised to get revenge on him and his kinsmen. One night, many years later, the head of the clan was enjoying the Yule fire with his family when a terrible keening was heard outside his home. That very night he was assassinated by a fellow clansman. Over the following years, several other family members died in misadventure after hearing her dreadful song. For the most part, a Banshee’s existence is a lonely one, for most of whom she meets, she kills with her song. She is powerless over the base desire and compulsion to keen. When Banshees find one another, they gather in organizations known as septs. A well known sept was the one above Killaloe, overlooking the Shannon. Their unified voices were potent enough to kill both heroes and kings. According to the Ua Briain clan of Eriu, a Banshee known to them named Aibell commanded 25 other Banshees who were always in her attendance. There are also stories of Banshees falling in love with mortals. If the mortal agrees, they must be the Banshee’s slave, and can Richard Harris (Order #28855998)


64 only be freed if someone takes their place. If the mortal refuses a Banshee’s love then the Banshee must act as his slave. In marriage, a Banshee wraps her index finger in cloth, but prolonged contact still ebbs her mortal husband’s life. Though destined to die young, the husbands of Banshees have an excellent muse for a wife. Such husbands become great musicians, poets, artists, and storytellers. One is never certain if they’ll be facing a Leananshee or a Banshee. Just to be sure, most mortals run in the opposite direction when they hear the wail of a keening. Further Reading: • “Irish Wonders: The Ghosts, Giants, Pookas, Demons, Leprechawns, Banshees, Fairies, Witches, Widows, Old Maids, and Other Marvels of the Emerald Isle” by David Russell McAnally, 1888 • “The Story of an Irish Sept” by Nottidge Charles Macnamara, 1896 • “Encyclopedia of Goddesses and Heroines” by Patricia Monaghan, 2010 • “Dictionary of Ancient Deities” by Patricia Turner & Charles Russel Coulter, 1997 • “Celtic Mythology and Folklore” by Patricia Monaghan, 2004 • “Ancient Legends, Mystic Charms, and Superstitions of Ireland” by Lady Francesca Speranza Wilde, 1888 • Cathreim Thoirdhealbhaigh, by Sean Mac Craith • Cuchulain of Muirthemne, by Lady Gregory, 1902 • Fairy and Folklore of the Irish Peasantry, by W.B. Yeats, 1890 • A Folklore Survey of County Clare, by Thomas J. Westropp, 1910 • Letters on Demonology and Witchcraft, by Sir Walter Scott, 1830 • Popular Tales of the West Highlands, by J. F. Campbell, 1890 • Survivals in Belief Amongst Celts, by George Henderson, 1911 • True Irish Ghost Stories, by St. John Seymour and Harry Neligan, 1914 Banshee Lore Description Banshees are female spirits that appear in various ages from a young girl, to a stately matron, to a crooked old hag. Banshees have a penchant for grey, green, or red dresses. Long silver hair hangs from their heads, which they often groom with a silver comb. Their eyes are a deep blue but reddened from crying and their feet float above the ground and are sometimes stained by the blood of their victims. If a Banshee needs to appear during daylight hours she will take the form of a crow, stoat, hare, or weasel, all with silver coats. They are known for their weeping and sobbing, lamenting a life lost and a cursed existence. If their sobbing ever becomes a shrill keening, then someone within earshot will die. Environment A Banshee is an Aos-Si, usually a Fairy Queen who has died in Midgard, the realm of mankind. As a result she is doomed to wander the nights as a Banshee, unable to return to her homeland via the Sidhe mounds. The Morrigan has taken up the mantle as a shepherd to these errant souls. Sometimes a Banshee may follow a particular family or estate over hundreds of years, but even then their appearances are rare. Richard Harris (Order #28855998)


65 Vulnerabilities • When she moves, a Banshee issues a fluttering sound similar to birds flying • Visits at night, or in an animal form during the day • Cannot take a life without appearing first to the victim, and his or her family • Dogs panic when a Banshee is near, providing an early warning of the spirit’s approach • Cannot enter within 1 mile of hallowed ground • They are bound to Midgard and cannot leave the realm Habits Better-known habits • A Banshee’s wail is often a plaintive moaning, rising and falling several minutes at a time, but at times is shrill enough to shatter glass. Should it ever become a keening, a listener will surely die • Sometimes appears over several nights leading to the appointee’s death, and at other times only the very night • Cannot travel through Sidhe mounds • Some attach themselves to a clan or family. They are then respected and revered as “Leananshees” • A group of Banshees is known as a “sept”. They gather both for company and to have a much more powerful keening Lesser-known habits • To forewarn the death of great warrior a Banshee will appear as a washing woman, cleaning the warrior’s clothes or armour, and wailing sorrowfully • Will blurt out the time and circumstance of any mortal’s death if they are surprised with the question • Banshees are obsessed with their hair, sometimes losing their silver comb. Anyone who picks it up will be visited Nearly-unknown habits • The most powerful Banshees have direct contact with the Morrigan • A chorus of Banshees cry at the crowning of a monarch • If they have no other means of warning someone of their appointed death, a Banshee will possess a nearby body • Several Banshees may appear to seal the fate of a holy person, whose spiritual powers may allow them to fight a single Banshee • The touch of her index finger means a painless, unblemished death Quest Idea • The denizens find a silver comb on their path. It would fetch an excellent price in Avaldsnes. • Coming to a bridge, a washing woman sits by the water, scrubbing a suit or armour, and weeping. • While staying at an inn, the denizens (and other patrons) are woken by a terrible and continuous wail from somewhere outside the inn. • A villager’s eyes become catatonic and he turns to the others and says: “I’m coming for you.” Then the villager collapses. (Let the players wonder who the possessed villager was talking to among them.) • When a denizen dies, have a Banshee appear before them... “It all happened as foretold”. Richard Harris (Order #28855998)


SOCIAL ACTIONS 66 Tier I Tier II Tier III Tier IV Tier V Performance Persuasion Intimidation Perception Arcana SKILLS EQUIPMENT & TREASURE Tier 1 Tier II Tier III Tier IV Tier V Treasure Type Comb Comb Comb Comb Comb ACTIONS 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 Tight Lipped: Question Defense +2 saving-throw bonus Tier III Cool Head: Provoke Defense +2 saving-throw bonus Tier IV Resolute: Compel Defense +2 saving-throw bonus Tier V Persuasive: Perform a Compel Attack with +2 DC Personality: Alien to mortal sensibilities Ideal: Strong urge to share omens and portents Flaw: Desire to sing, regardless of the consequences Bond: Other Banshees and clan or family Characteristics - True Neutral Aspects: Her powers that are designated as “songs”, grant advantage on saves to opponents who have blocked their ears or are suffering from the deafened condition. No need for sleep, food/drink or breath Senses: Truesight 90’ Resistances: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, Magic weapons, Spells Damage Immunities: Poison, Psychic, Nonmagical weapons Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned vSpecial Abilities: Damage reduction 5 / Tier unless her weakness is known Secrets & Weaknesses: Must be attacked at midnight to overcome her special abilities (or roll on the Time table); Especially vulnerable to silence effects Physical Claws (Melee 5’ Attack): During the day, the animal form has claws that deal 1d10 slashing damage per Tier. Use CHA for to-hit and STR for damage bonus. Magical Wail (Recharge 2-6): You roll to hit using your CHA modifier. One target within 150’ range takes 1d12 Psychic damage per Tier. After you wail, you become aware of anyone in your lair (their appearance, location, etc...) Silver Comb (Accessory): The comb allows the wielder to cast any spell up to 3rd level at will up to a maximum of their level (HD) spells in a 24 hour period. Tier I II III IV V Challenge Rating 1 3 5 7 9 Level/Hit Dice 7 12 17 22 28 Proficiency Bonus +2 +2 +2 +3 +3 Size M M M M M Speed 35’ 35’ 35’ 35’ 35’ Strength 0 0 0 0 0 Dexterity 0 +1 +2 +3 +4 Constitution 0 0 0 0 0 Intelligence* 0 +1 +2 +3 +3 Wisdom* 0 +1 +1 +1 +2 Charisma* +3 +3 +4 +5 +6 Initiative 0 +1 +2 +3 +4 Hit Points 35 60 85 110 140 AC 10v 11v 11v 12v 13v Power/Spell DC 13 13 14 16 17 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +5 +5 +6 +8 +9 Damage bonus 0 0 0 0 0 Legendary Actions 1 1 1 1 1 Save vs. Passion* +2 +3 +3 +4 +5 Save vs. Reason* +2 +3 +4 +6 +6 Undead, Fey Languages: Common, Sylvan Banshee Richard Harris (Order #28855998)


POWER DICE ACTIONS 67 Tier I to V The Banshee must remain within 25 miles of where she died. This whole region defines her lair. Using a legendary action, choose one effect: - For 1 round, you may move through solid objects, but must end your movement within a vacant space - Your appearance is terrifying, applying the frightened condition on anyone in your lair that you choose (INT save to negate) LEGENDARY and/or LAIR ACTIONS Tier I 1 Catharsis Self Bonus Action Perform a disengage action and if suffering from the silence condition, you may remove it. 2 Devour Beauty Range 10’, CHA save to take half reduction Bonus Action The target’s CHA score is reduced by 1d4. The target dies if this reduces its CHA to 0. A long rest restores CHA to the original value. For each point drained, you heal 1d12 HP. 3 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. 4 Death Knell Range 120’, CHA save to negate Bonus Action This can only be performed on a foe who has taken both HP and ability score damage. If they fail their save, they are reduced to 0 HP. Tier II 5 Revenge Range 5’, CON save to negate Bonus Action You must target a combatant with 0 HP. This creature is killed and arises as a Haugbui (Tier I) in 1d4 rounds. This combatant may no longer be raised from the dead (nor reincarnated) by any magic less than a Wish spell (9th level). 6 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 III 7 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + CHA modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. 8 Song of Madness Self radius 60’, CHA save to negate 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 IV 9 Fevered Dreams Range 5’, CON save to negate Bonus Action You look into the eyes of your victim, afflicting their dreams with deathly nightmares (no save). The next 1d4+Tier long rests that the victim takes will be plagued by real danger. They must make a save or lose 1d4 CON permanently (recalculate max HP). The target dies if this reduces its CON to 0. 10 Death Song Self radius 60’, CHA save to negate Bonus Action Anyone caught in the area of effect must successfully save or be reduced to 0 HP. Tier V 11 Death Reaper Self radius 60’ Bonus Action Heal 1d12 per downed combatant in range (0 HP or less) multiplied by your Tier. 12 Song of Destiny Range 60’ Free Action You look into the eyes of your victim, witnessing the exact time of their death. Raising a bloodied garment matching what the victim is wearing right now, you roll 1d100 to determine how many days they have left to live. Nothing short of divine intervention or a Wish spell can alter this fate. The victim may make an Insight skill check vs DC 18 to get a hint of how long they have. Richard Harris (Order #28855998)


68 Berserkir Richard Harris (Order #28855998)


69 “What she saw, as the moon came out and bathed everything in chill white light, was a high, struggling heap at the far end of the bridge—a pile of Vargr, all biting and snarling and clawing. A heap that rose, suddenly, as the man beneath it fought his way to this feet and began shedding vargr, roaring out his defiance and slaying with reckless fury. Drenched in blood, he glistened in the moonlight.” ~A second-hand account of Eistala Audunardottir witnessing the Berserker Hrolfr the Rager make a last stand to defend the village of Torgard Richard Harris (Order #28855998)


70 Berserkir Myth There is a way for a mortal human to be invincible in combat, but it will cost the warrior their honour, their friends, their homeland, and possibly their sanity. This is the blessing and curse of “Modr”, the invincible rage, the secrets of which were discovered long ago when the mortal Sigvat visited Asgard. Sigvat issued relentless insults and threats to the god Thor, attempting to learn the methods of the god’s famous fury. Sigvat was only able to escape the resulting violent madness that overcame the god by Odin’s intervention. Armed with new knowledge, Sigvat returned to Midgard and taught warriors to trance themselves into this lesser form of possession by the god Thor, called “Modr”, granting them a state of intense and nigh-invincible anger. If the Berserkir has difficulty achieving Modr, they drink the blood of a wild animal, perform a weapon dance, fast, or eat fiery embers—doing so will not harm them—or, more commonly, goad a potential enemy with taunts and threats to provoke them into attacking. Once begun, Modr cannot be abated. Push a Berserkir consumed with Modr into a vat of ice cold water and the water will turn to steam instead. Throwing naked women in the path of a Berserkir has also failed to calm the heavenly rage. At the height of anger, a Berserkir is unstoppable. Whole armies have been destroyed by a handful of Berserkirs, such as the twelve sons of King Arngrim of Eyfura—Angantyr, Hjorvard, Hervard, Hrani, and their eight brothers. Some Berserkirs have achieved continued greatness, such as Eric the Frost Bear, Frida the head of the “Teeth of Loki”, the Irish legend Cuchulainn, or Bjarki, who is said to take the shape of the bear in combat. Both King Harald and King Halfdan have employed Berserkir shock-troops to victory, but it is difficult to plan any sustainable campaign of war that includes a Berserkir. Enraged, a Berserkir cannot discern friend from foe. They are known to slaughter livestock or innocents, unrelenting until the spirit leaves them. When the rage does pass the warrior is turned docile. The comparatively cool-headed heroes Hjalmar and Arrow-Odd easily slew several Berserkers, catching them when they lay enfeebled after Modr passed. Like all possession, Modr is dangerous to mortals. Each Modr trance drives them farther into wildness. Eventually the Berserkir will take to robbery and raiding, carrying off treasures and women by right of strength. A more crafty Berserkir was Ljot, who challenged a man of property named Freidgar to “holmgang”, a legal winner-take-all one-on-one duel, and upon victory claimed the man’s lands, goods, wealth, and daughter. (Had Freidgeir refused holmgang he would have been branded “nidingr” and coward.) Thus may Berserkirs, for a time, achieve power and wealth, until impatience and ill-temper brings them self-destruction. Further Reading • Egil’s Saga • Hervarar saga ok Heidreks • Hrafnsmal • Illuminated Edda • Orvar-Odds saga • Saga of Heidrek the Wise • Svarfdala saga • Vatnsdala saga • Volsunga saga • Ynglinga saga Richard Harris (Order #28855998)


71 Berserkir Lore Description Berserkirs are mortal humans—grizzled, muscular vagabonds, with a crazed look in their eyes. They wear no shirt or armour, only mismatched pelts and simple clothes, ripped or worn-down to near rags. Around their neck is a bear-skin cloak or some other reminder of a wild animal—usually bear, or boar— to signify their status as Berserkir. This both intimidates their enemies and informs their allies to keep far away in battle. Enraged, the Berserkir is a howling, roaring, fearsome master of uncontrolled combat. Their teeth chatter, their face swell and turn red. They shout battle cries, progress through every sort of madness, foam at the mouth, and bite off the rims of their shields. Then they attack—not distinguishing friend from foe—never relenting, until their anger is spent. Environment Berserkirs are inevitably turned out from their birthplaces for crimes of violence. They survive in the wilderness in part because familiarity with the fury of wild animals inform them. They wander until they meet others of their kind and come together as brawlers and raiders. A stable dwelling happens only when desperate kings or warlords require the Berserkir’s raw battle power. However, such employment is short-lived. A Berserkir is usually found to be more trouble than they’re worth for any orderly King, and the warrior must return to wandering. Vulnerabilities • Loss of all reasoning and control when in a state of Modr rage • Clubs or other blunt instruments can still crush their bones • Once the rage has left, they are physically weak, with half the strength of a normal man, and in this state are highly suggestible • Modr may be summoned unintentionally if the Berserkir is insulted, fasting, there is extreme heat, excessive alcohol, or if any harm comes to them • With constant use of the Modr the Berserkir’s temper shortens, until they go mad Habits Better-known habits • When enraged they are unable to be reasoned with, deterred or swayed • Immune to sharp weapons, fire, frost, and all extremes of temperature and weather • As strong as bears or wild bulls, perhaps even as strong as a Troll or twice four men Lesser-known habits • Know many complex rituals and strange habits to induce a state of anger • Speaks the language of the warrior-beasts of the forest: the bear, wolf and boar Nearly-unknown habits • Will only call for help if they face more than seven men • Known to take spirit-wives from among the Fylgia, who they perceive, being so near to death in their trance state • Eventually will succumb to a case of wild madness, and in a few days will burn out the life of the mortal body completely Richard Harris (Order #28855998)


SOCIAL ACTIONS 72 EQUIPMENT & TREASURE Tier I Tier II Tier III Tier IV Tier V Intimidation Athletics Survival Perception Insight SKILLS Physical Maul (Melee Weapon Attack): deal 2d6 bludgeoning damage. Each round, 1 attack per Tier Greatsword (Melee Weapon Attack): deal 2d6 slashing damage. Each round, 1 attack per Tier Punch (Melee Attack): deal 1d4 damage per Tier ACTIONS Tier I Curious: Perform a Question Attack with +2 DC Agitator: Perform a Provoke Attack with +2 DC Steadfast: Social Defense +1 saving-throw bonus Tier II Mob Rules: Grant nearby allies +2 Compel Attack DC Tier III Unified: Grant nearby allies +2 Question Defense saving throws Tier IV Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Tier V Bully: Grant nearby allies +1 Social Attack DC Resistances: vBludgeoning Damage Immunities: vCold, Fire, Lightning, Thunder, Slashing, Piercing Condition Immunities: Frightenedv vSpecial Abilities: Modr grants many benefits while in this divine state of rage Secrets & Weaknesses: Rage is finite and the most successful strategy is to draw out a fight until the Berserkir exits their Rage. Disarming a berserkir also reduces the damage output. Tier 1 Tier II Tier III Tier IV Tier V equipment merged Weapon Weapon +1 Weapon +1 Weapon +2 Weapon +3 into bear form A, B, C, D, E A, B, C, D, E, F A, B, C, D, E, G A, B, C, D, E, H A, B, C, D, E, I Personality: Erratic and hot-headed Ideal: Battle lust Flaw: No regard for safety or collateral damage Bond: Fellow Berserkirs Tier I II III IV V Challenge Rating 2 5 8 11 14 Level/Hit Dice 9 15 19 24 26 Proficiency Bonus +2 +2 +3 +4 +5 Size M M M M M Speed 35’v 40’v 45’v 50’v 55’v Strength* +2 +3 +4 +5 +6 Dexterity* +2 +3 +4 +5 +6 Constitution* +1 +1 +2 +2 +3 Intelligencev 0 0 0 +1 +2 Wisdomv 0 +1 +1 +2 +2 Charismav 0 0 +1 +1 +2 Initiative +2 +3 +4 +5 +6 Hit Points 54v 90v 133v 168v 208v AC 13v 15v 17v 19v 21v Power/Spell DC 12 13 15 17 19 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +5v +7v +10v +13v +16v Damage bonus +3v +5v +7v +9v +11v Legendary Actions 0 0 0 1 1 Save vs. Passion 0 +1 +1 +2 +2 Save vs. Reason 0 0 0 +1 +2 Humanoid Characteristics - Chaotic Neutral Languages: Common, Goblin, Dwarvish, Orc Berserkir Richard Harris (Order #28855998)


73 POWER DICE ACTIONS LEGENDARY and/or LAIR ACTIONS Tier I to V Legendary Resistance: If you fail a saving throw, you can use your legendary action in order to succeed instead. Tier I 1 Modrv Self Free Action You enter Modr for 2 minutes per Tier. Gain 1d4 HP multiplied by your Tier in temporary HP. Gain your Tier in bonuses to-hit, damage, and AC; Move is boosted by +5’ per Tier. You are also immune to being frightened and to non-magical damage. Every time you take damage while in Modr, gain cumulative damage reduction +1. While in Modr you cannot flee combat, nor can you cast spells or perform complex manual tasks, nor can you use ranged weaponry (but you can throw weapons). You are unable to interact with social actions while in Modr and gain advantage on CHA, WIS and INT saves. Once the Modr ends, you gain 1 intensity of exhaustion. 2 Lunging Attack Weapon Reach Bonus Action Perform a move action followed by an attack action. 3 Whirlwind Attack Weapon 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 Moar Angerrr! !1!11! Self Bonus Action You’re a whirling dervish of death, all attacks against you are made at a disadvantage and spells that deal damage grant you advantage on the saving throw. Tier II 5 Power Attack Weapon Reach Bonus Action Perform an attack action with a +2 damage bonus per Tier. 6 Bear Shape Self Bonus Action You shapechange into a giant golden bear. Your statistics become those of a Berserkir 1 Tier higher and size increases to large. Your weapons are replaced by claws (multiattack: 2 attacks, deal 1d12 damage per Tier). If you are Tier 5 and use this power, you heal to max HP. Tier III 7 Death Charge Weapon Reach Bonus Action Perform a move action and perform an attack against every opponent within reach. You cannot attack someone whom you’ve already attacked this round. 8 Bestial Howl Self radius 30’ Bonus Action Grant every other Berserkir ally an extra bonus action at the end of this combat round. Tier IV 9 Improvised Weapon Self Bonus Action Grab another combatant and use them as a weapon this turn. The damage you deal to your chosen target is equally applied to the combatant you used as a weapon. 10 Leap Self Free Action Remove the grappled, incapacitated, paralyzed. prone, retrained and stun condition on yourself. Make a jump action with a height and distance equal to your move. Tier V 11 Fuelled by Blood Self Passive Power While you are under 50 HP, your attacks deal maximum damage. 12 Modr Madness Self Free Action Your Modr will last until all enemies are dead or have fled. Richard Harris (Order #28855998)


74 Borghild Richard Harris (Order #28855998)


75 Borghild Myth The land has many souls, known as “Vaettirs”. Some, or perhaps all, began as Alfar who transformed themselves into these natural guardians of order. Certainly, the sensibilities of the Landvaettir called a Borghild align with those of the Lios Alfar, but Borghilds predate such distinctions of Lios and Svart. The interest of all Vaettirs is to work to preserve the cosmic world-tree Yggdrasil. It is through their efforts that realms do not fall from its branches. Borghilds hold the very earth together. Mortals, so dependent on land to survive, are wise to curry favour with Borghilds. The hero Goat-Bjorn achieved great prosperity when he established a partnership with his local Borghild. The lesser Landvaettir under its sway helped Goat-Bjorn’s people avoid hunger by whispering the locations of fish and game. Even the state has respect for a Borghild’s power. The law in Islandia says ships must take down the dragonhead carvings on their bows before approaching land, in case it provokes a Borghild to attack. Borghilds have been known to rise in violence in the past, such as when the troll-blooded hero-poet Egil Skallagrimsson set scorn poles pointed inland. This enraged the local Borghild so much it contributed to the overthrow and exile of King Eric and Queen Gunnhild of Norveig. When King Harald Bluetooth Gormsson of Denmark intended to invade Islandia, he dispatched his best wizard, shapechanged as a whale, to scout a location for the invading longships to dock. To the east, along Vopnafjordur, the wizard was repelled by a massive Borghild named Dreki that reared up from the hills as a dragon. Around the coast near Eyjafjordur to the north, the wizard was attacked by a Borghild bird by the name of Gammur, whose wingspan was so large it bridged mountains. In the west near Breithafjordur, a gigantic bull Borghild named Grithungur bellowed so terribly the wizard fled. South, a Borghild named Bergrisi guarded, assuming the shape of a giant whose head was higher than hilltops. In the end, the wizard retreated back to King Harald Bluetooth Gormsson his reconaissance a failure. Upon hearing the story, the King abandoned his plans to invade. These four Borghilds are the greater protectors of Islandia. In Fimbulwinter, the Borghild’s mission has not changed. The land lies dormant under snow, but still alive. The order of the people on the land, however, is disrupted as terrifying powers now hold sway across the realms. The Borghilds brace themselves for how Yggdrasil’s branches will shake in the final battle of Ragnarok. Further Reading • Cassell’s Dictionary of Norse Myth & Legend, by Andy Orchard, 1997 • Egil’s Saga • Elves, Wights, and Trolls, Studies Towards the Practice of Germanic Heathenry vol. 1, Kveldulf Gundarsson, 2007 • Hauksbok • Heimskringla, Saga of King Olaf Tryggvason • Landnamabok • Myths and Symbols in Pagan Europe: Early Scandinavian and Celtic Religions, by Hilda Roderick Ellis Davidson, 1988 • Olafs saga Tryggvasonar Borghild Richard Harris (Order #28855998)


76 Borghild Lore Description A Borghild is the physical manifestation of a spirit of the land. This “Landvaettir”, or land-spirit, occasionally forms a body of soil, rocks, plants, and whatever else may be contained in the earth. The body could be as small as the corner of a field, or as large as a section of a county. It looks like a terrifying giant, animal, or dragon, carrying on its back a hill, mountain, or other biome. Environment Crowds of smaller Borghild may inhabit a section of land, or the spirits may come together to form a larger body. As spirits they are incorporeal and can move from place to place until they manifest, and the land becomes their makeup. Vulnerabilities • Unable to communicate except through a mortal intermediary, who hears the Borghild’s voice by magic • Will enter a state of rage if their mortal intermediary is killed • Cannot travel far from where their land-body originated • If its area changes character through ecological disaster, the expansion of farmland, an invasive plant species or other shift in terrain, the Borghild may be made smaller or weakened, and be forced to move • May only assume physical form for a brief time, and then must sleep for a long time Habits Better-known habits • Most of the time they slumber, and awaken only briefly to give advice to heroes or to rise against some menace or disorder • Keep watch over invaders to its land, ready to ward off powerful adversaries Lesser-known habits • Command terrifying magic of nature, calling on the beasts, birds, lizards, and insects who owe the land a debt • If destroyed or tired enough to crumble, returns to formlessness within the earth Nearly-unknown habits • A Borghild’s breath can transform a beast into some strange and supernatural equivalent • Where a Borghild rises from the ground there is no crater—the land left behind appears undisturbed, but strangely changed, as though the magic has gone out of it Quest Idea • The denizens are sent by their Karl to find the Borghild of the mountain in a desperate attempt to repel an invasion by Hakon’s ships. • A Voelva divines that the Borghild will be known by woodland critters, and can be found on the mountain by a place where there is an appearance of springtime. • When the denizens arrive at the springtime of the mountain, they are met with the Borhild’s avatar: a 10 year old girl named Villi who went missing in the forest last year, and has survived here. She negotiates on behalf of the Borghild. Richard Harris (Order #28855998)


77 Richard Harris (Order #28855998)


78 EQUIPMENT & TREASURE SKILLS ACTIONS SOCIAL ACTIONS Can only communicate with immortals and a chosen mortal emissary/herald Physical Slam (Melee Weapon Attack): attacks a number of times equal to proficiency bonus, dealing 3d12 magical bludgeoning damage with each hit. Magical Volcanic eruption (Recharge 2-6): All other combatants within 120’ take fire damage equal to Tier x 1d12 and take magical bludgeoning damage equal to Tier x 1d12 (DEX save for half damage). Tier 1 Tier II Tier III Tier IV Tier V A, B, C, D, E, F, G A, B, C, D, E, F, G x2 A, B, C, D, E, F, G, H A, B, C, D, E, F, G, H x 2 A, B, C, D, E, F, G, H, I Tier I Tier II Tier III Tier IV Tier V Nature Intimidation Perception Insight History Aspects: No need for sleep, food/drink or breath; Borghild form 1 hour/Tier Senses: Truesight 500’ *Vulnerabilities: AC 10 when attacked by someone standing upon you Resistances: Acid, Cold, Fire, Force, Lightning, Psychic, Radiant, Thunder, Nonmagical, Magical Weapons, Bludgeoning, Slashing, Piercing, Spells Damage Immunities: Necrotic, Poison Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Petrified, Poisoned, Prone, Restrained, Stunned Special Abilities: Can revert to spirit form at any time (Vaettir). While in Vaettir form, cannot interact with the living world (and visa versa). vSecrets & Weaknesses: Any attack to the body’s heart (requires a called shot) reduces max HP by the damage dealt (or roll on the Body Part table) Tier I II III IV V Challenge Rating 18 20 22 24 26 Level/Hit Dice 32 35 38 41 42 Proficiency Bonus +6 +6 +7 +7 +8 Size G G+ G+ G+ G+ Speed 60’ 100’ 140’ 180’ 220’ Strength +10 +11 +12 +13 +14 Dexterity +2 +3 +3 +4 +4 Constitution* +3 +3 +3 +3 +4 Intelligence* +3 +4 +5 +5 +5 Wisdom* +8 +8 +9 +9 +10 Charisma +3 +3 +3 +4 +4 Initiative +2 +3 +3 +4 +4 Hit Points 470v 504v 540v 578v 618v AC 21* 25* 25* 29* 29* Power/Spell DC 22 22 24 24 26 Reach/Range 20’ 30’ 30’ 30’ 30’ To-hit bonus +16 +17 +19 +20 +22 Damage bonus +10 +11 +12 +13 +14 Legendary Actions 1 2 3 4 5 Save vs. Passion* +14 +14 +16 +16 +18 Save vs. Reason* +9 +10 +12 +12 +13 Tier I Assertive: Your Social Attacks gain +1 DC Steadfast: Social Defense +1 saving-throw bonus Dig Deep: A successful Question attack gains +1 Strings Tier II Curious: Perform a Question Attack with +2 DC Tier III Persuasive: Perform a Compel Attack with +2 DC Tier IV Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier V Agitator: Perform a Provoke Attack with +2 DC Personality: Protector Ideal: Harmony, hunt and kill Tarrasques Flaw: Responsibility Bond: Maintain the cosmos Characteristics - True Neutral Languages: Primordial Borghild Elemental Richard Harris (Order #28855998)


79 POWER DICE ACTIONS LEGENDARY and/or LAIR ACTIONS Tier I to V Using a legendary action, choose one effect: - Magical Retribution: When you are targeted with a spell, roll d100 with a 10% chance per Tier of casting the same spell back the caster. - Impending Doom: All enemies make a WIS save or become frightened. A success negates this power for the rest of the battle. Tier I 1 Nature’s Restoration Self or range 30’ Bonus Action Heal 1d12 per tier and remove 1 condition affecting you or an ally in range (including disease). 2 Swallow Reach, DEX save to negate Free Action You make one melee attack against a Huge or smaller creature. 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 the Borghild, and it takes 56 (16d6) acid damage at the start of each of the Borghild’s turns. If the Borghild takes 80 damage or more on a single turn from a creature inside it, the Borghild 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 the Borghild. If the Borghild dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. 3 Shield Self or range 30’ Bonus Action Grant yourself or an ally +2 AC per Tier. This lasts until you next roll a power die. 4 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + INT modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. Tier II 5 Sit 50’ x 50’ area, DEX save to negate Bonus Action You body-slam those beneath you applying the prone, retrained, incapacitated and stunned (saving throw for each condition). 6 Grasp Self, reach 20’/30’ Bonus Action Giant stone hands emerge... Attack every combatant who is standing upon you, dealing 3d12 magical bludgeoning damage and applying the restrained condition. Using this power while already restraining a combatant results in automatic hit at maximum damage on those combatants. Tier III 7 Magical Sundering Blow Self, DEX save to negate Free Action When you perform your next melee attack, you damage all magical equipment worn/wielded, causing the magic to power down for 1 minute. 8 Death Charge Weapon Reach Bonus Action Perform a move action and perform an attack against every opponent within reach. You cannot attack someone whom you’ve already attacked this round. Tier IV 9 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. 10 Void Breath Range 60’ cone, DEX for half damage Bonus Action Deal 1d12 force damage per Tier level. Tier V 11 Vaettir’s Breath Range 120’ Bonus Action Ally is enchanted with: Death Ward, Guardian of Faith, Stoneskin, Mage Armour, and Warding Bond. 12 Invulnerable Self Bonus Action Become immune to all physical/magical attacks (not spells). This lasts until you next roll a power die. Richard Harris (Order #28855998)


80 Doppelgangr Richard Harris (Order #28855998)


81 “My dear Halfdan. I have been living in your shadow for years, and you only started to suspect me this past week. You are a fool! Do you know how hard it was to watch you? You squandered every opportunity. You gambled away most of your family’s vast inheritance. Oh how it will all change when I’m at the helm of your life!” ~Halfdan’s Doppelgangr, the man who would be Halfdan Doppelgangr Myth The mimic spirit of a Doppelgangr begins as a “Fylgja”, an animal—typically a mouse, dog, fox, cat, carrion or bird of prey—with great spiritual power among its kind. When a Fylgja appears following a human birth, it is typically a sign of pride for the family, who believe their child will take on the greater qualities of the animal; however, some Fylgja are jealous of humanity, and will take advantage of the birth to become Doppelgangrs. A Fylgja gains the ability to transform into a copy of a child by eating its afterbirth. Doppelgangrs are more common among twins for that reason, especially when one twin dies in childbirth. Forever after the life of the mortal is tied to that of the Doppelgangr. The Doppelgangr, having given up its animal body to be wholly a spirit, hides in their person’s shadow, learning, until the day when it can replace its host and live their life. When a Doppelgangr is confident they will act as the mortal when the mortal is sleeping or unaware—take up their job, visit their friends, make contracts on their behalf, and pursue romances. The Doppelgangr acts from selfish hedonism, never out of fellowship. In a world where a warrior’s reputation is worth more than gold, even careless actions can topple prestige. Some Doppelgangrs will forget they are not the mortal themselves, such as the case of two English lovers, both of whom were affected by Doppelgangrs. The lovers went walking through the woods at twilight, and by chance encountered their doubles doing the same. The mortal man drew his sword, and dueled with his equivalent—a match that lasted until the death from exhaustion of both, since there could be no winner—while the women simultaneously fainted. Some Doppelgangrs will let their presence be known, acting as twisted companion to the mortal. In most cases, however, when a Doppelgangr confronts its mortal, it is with the confidence of soon killing them and taking their place in human society. It may appear to offer advice, but it will be misleading, sew confusion, and will ultimately lead to their mortal’s downfall. Doppelgangrs are not invincible, however. In Danmork a blacksmith was working in his forge when he spotted a Troll carrying a woman. The blacksmith took the hot poker from his fires and drove off the Troll, rescuing the woman, but when he returned her home he found her husband in bed with an identical wife—a Doppelgangr. The blacksmith became a hero for killing it, and reuniting the family; however, the reunion was short-lived, as the true wife withered and died in the coming days. A Doppelgangr can live on after the death of their person, but after hundreds of years its image takes on a more sinister aspect than that of the human they copied. If the Doppelgangr does not consume a new afterbirth, in time they become an “Ankou”, a shadow-like pale human with skeletal aspects. Ankou wander, carrying scythes, and collect corpses to bury, always searching for the corpse of their once-bound mortal, and when they find it, carrying it forever before them in a wooden cart. 81 Richard Harris (Order #28855998)


82 Further Reading • The Doppelganger, Disintegration and Death: A Case Report, by L. Maack and H. Mullen, 1983 • Harvadar saga • The sketch and watercolour “How They Met Themselves”, by Dante Gabriel Rossetti, 1851 • The Night-Side of Nature, by Catherine Crowe, 1848 • Prometheus Unbound, Percy Bysshe Shelley, 1820 • The Romaunt of Margret, by Elizabeth Barrett Browning, 1907 • Silence, by Edgar Allan Poe, 1838 • Skyggen, or The Shadow, by Hans Christian Andersen, 1847 Doppelgangr Lore Description A Doppelgangr is a spirit that has copied the appearance of a mortal person. It is bound to that person, like a living curse. It can mimic their body, sound, and smell. However, it may take years to master the mortal’s exact mannerisms. A Doppelgangr so desperately longs to be human that its true form is never seen. Environment Typically a Doppelgangr hides inside their bound mortal’s shadow, where it practices the mortal’s movements and listens to the details of their life. At night, when its mortal is sleeping, the Doppelgangr may leave to run wild through nearby woods, or pretend to be that person to others, looking to perfect its mimicry. It returns to its host’s shadow before daybreak. After many years, when the Doppelgangr is confident, it will leave the shadow and attempt to claim the mortal’s home, and life, as its own. Vulnerabilities • Powers of mimicry are tied to just one human at a time • Casts no shadow • The human host may sometimes spot it in reflective surfaces, where its pupils are revealed to be empty • A person experienced at fighting spirits—a Godi, Priest, Seithkona, or tribal shaman—will recognize the presence of a Doppelgangr as an animal sitting upon the possessed human’s spirit, and may be able to bargain with it to leave for another host Habits Better-known habits • Can read the thoughts and emotions of its mortal host • Protects their mortal’s life and well-being, and so is sometimes mistaken for a benevolent “Vorthr”; a guardian shadow • Sometimes in its over-eagerness to mimic, will act before their host, performing duties the human would have done later that day Lesser-known habits • Often converses with its mortal—at first just a voice in their head, then as an apparent hallucination, and finally will reveal the identical shape it has mastered, before attempting to kill and replace its former host • The spiritual connection between a Doppelgangr and its mortal can heighten the human’s spiritual awareness, giving them powers of premonition Nearly-unknown habits • Like a spiritual addiction, humans grow dependent on the Doppelgangr in their shadow. If the human dies, the Doppelgangr is weakened. If the Doppelgangr dies, the human falls ill from years of spiritual dependency and will die a few days later. If 82 Richard Harris (Order #28855998)


83 the Doppelgangr leaves willingly, the human could recover • Powerful and old Doppelgangrs, who had bonded with many humans, can assume any human appearance they wish Quest Idea 1 • The dweller asking you to go on a quest is actually two different people: the real one, and a Doppelgangr. • The real person is sniveling, insecure, and uncertain of himself. On the contrary, the Doppelgangr is dashing and confident, sure-footed and bold. • Alternate between these two personas over the course of several different meetings. • If the players question if these encounters are with the same person, assure them that they look identical in every way, and have the same name. Perhaps this person is just mad? • Finally, the denizens will walk into a scene where the person is standing over his own dead body. Was it the Doppelgangr who died, or does the Doppelgangr stand victorious, knife in hand? • This works especially well if this NPC has been a recurring presence over a series of games, creating attachments between the NPC and the denizens. Quest Idea 2 • The Karl whom the denizens serve has changed his attitude drastically. Where he was once wise and careful, he has suddenly turned foolishly brave. He has been replaced by his Doppelgangr, but this will not be immediately apparent. • This change is commented upon by the denizen’s allies and peers. Some feel this is a brave new side of the Karl, others fear it will lead them into ruin. • Others may hint at, and the denizens are free to speculate, that something dramatic must have happened in the Karl’s social life to change him so. • As the season progresses, the Karl’s orders become more foolhardy, and less rational. • Invariably the Karl will run the denizens into a situation where they are caught between their loyalty to their Karl and to their Jarl. The Denizens can choose to obey their Karl over their Jarl, whereby the situation continues to escalate. Or, they could choose to maintain loyalty to their Jarl, in which case they are forced to flee, and be hunted by those remaining loyal to the Karl, or else be imprisoned. • Imprisoned, the dwellers notice their Karl chained in a nearby cell. Quest Idea 3 • Pick a denizen who has been less active than the others. That denizen has been possessed by a Doppelgangr. This will manifest over the course of many sessions with escalating hints along the way. • A shopkeep NPC gives the denizen an unexpected discount as a valued customer. • An NPC unknown to the denizen approaches them to express what a good time they had together. • The denizens come to a place where the possessed denizen has no memory of being, but they are recognized and greeted warmly by the NPC’s. • An NPC approaches the denizen and hands them a sack of money, apologizes about their gambling debts, thanks them for their understanding, and leaves. • In response to all these amusing, harmless, and potentially beneficial minor events, the denizen will probably assume they have a lookalike. They do, but not in that sense. The situation will escalate further. • The denizen catches a glimpse of their mirror reflection winking at them. 83 Richard Harris (Order #28855998)


EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 84 ACTIONS Tier I Tier II Tier III Tier IV Tier V Deception Insight Persuasion Perception Intimidation Tier 1 Tier II Tier III Tier IV Tier V shank poison A x2 A, B x2 A, B ,C x2 A, B, C, D x2 F x3 Physical Poisoned Dagger (Melee 5’ Weapon Attack): deal 1d4 damage and the victim must make a CON save or become poisoned Magical Detect Thoughts (Recharge 2-6): Victim must succeed an INT save, otherwise you can read their current thoughts. In either case, the victim is unaware of the attempted power. Tier I Curious: Perform a Question Attack with +2 DC Dig Deep: A successful Question attack gains +1 String Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier II Assertive: Your Social Attacks gain +1 DC Tier III Persuasive: Perform a Compel Attack with +2 DC Tier IV Agitator: Perform a Provoke Attack with +2 DC Tier V Tight Lipped: Question Defense +2 saving-throw bonus Aspects: Advantage on initiative rollsu Senses: Darkvision 60’ Resistances: Psychic Condition Immunities: Charmed, Stunned Special Abilities: vAs an action, polymorph self into a creature of size small to large. Gain appearance, but all abilities remain your own. Resuming animal form is a free action. n An Ankou is a skeletal reaper that collects the dead related to their old form. Secrets & Weaknesses: You don’t cast a shadow. Reflection of pupils are strange. Vulnerable to Truesight which will reveal its nature. Vulnerable to thunder damage (or roll on the Damage Type table). Tier I II III IV V Challenge Rating 2 4 6 8 10 Level/Hit Dice 10 15 20 25 30 Proficiency Bonus +2 +2 +3 +3 +4 Size M v M v M v M v M v Speed 30’ 30’ 30’ 30’ 30’ Strength 0 0 0 0 +4 Dexterity* 0 +1 +2 +3 +7 Constitution 0 0 0 0 0 Intelligence* +2 +2 +3 +3 +2 Wisdom +1 +2 +2 +2 +2 Charisma* +2 +3 +4 +6 +2 Initiativeu 0 +1 +2 +3 +7 Hit Points 50 75 100 125 150 AC 19 11 12 13 17 Power/Spell DC 12 13 15 17 14 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +2 +3 +5 +6 +11 Damage bonus 0 +1 +2 +3 +7 Legendary Actions 0 0 0 0 1 n Save vs. Passion* +3 +4 +5 +5 +6 Save vs. Reason* +4 +4 +6 +6 +6 Personality: Selfish Ideal: Exploit others Flaw: Strong ego Bond: Steal identities of those who have potential Characteristics - Neutral Evil Monstrosity Languages: Common,Aquan, Deep Speech, Dwarvish, Elvish, Giant, Doppelgangr Gnomish, Gnoll, Goblin, Halfling, Orcs, Fey, Undercommon Richard Harris (Order #28855998)


POWER DICE ACTIONS 85 LEGENDARY and/or LAIR ACTIONS Tier V Using a legendary action, choose one effect: - Devour the Dead: For every corpse within 60’ radius, you may consume the corpse and choose 1 immunity to a damage type (cold, fire, lightning, thunder, psychic or radiant) - Mirrored Presence: you create 1 clone of yourself for each opponent you face (placed within 30’ of you). Each copy gets 1 action (on this or another round) and then disappears. It also disappears if it is struck by a spell or an attack. Tier I 1 Trick Question Range 120’, social save to negate Free Action In the heat of battle you trick your opponent into blurting out something that they didn’t want known. 2 Regenerate Self Bonus Action Heal 2d12 per Tier to self or an adjacent combatant. 3 Retreat Self Bonus Action Perform a disengage action. 4 Tug Emotions Range 120’, social save to negate Free Action In the heat of battle you trigger your opponent into a visceral emotion, apply a social condition. Tier II 5 Help Me Range 120’, social save to negate Free Action In the heat of battle you compel onlookers to come to your aid. The number of neutral onlookers affected is equal to your Tier. 6 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 III 7 Fevered Dreams Range 5’, CON save to negate Bonus Action You look into the eyes of your victim, afflicting their dreams with deathly nightmares (no save). The next 1d4+Tier long rests that the victim takes will be plagued by real danger. They must make a save or lose 1d4 CON permanently (recalculate max HP). The target dies if this reduces its CON to 0. 8 Teleportation Range 150’ Bonus Action You may teleport to a destination within line of sight, or a location you are intimately familiar with. Tier IV 9 Chameleon Hide Self Bonus Action Gain Greater Invisibility until the end of combat or until magically dispelled. 10 Bound in Death Range: same plane of existence, CON save to negate Free Action Bind someone you know very well. If you die, the last person you impersonated will die in 1d8 days (removed by Remove Curse). Tier V 11 Summon Scythe Range Bonus Action You draw the scythe from the death dimension. Your weapon is a +2 scythe that deals 6d10 necrotic damage which lowers max HP by the amount of damage dealt. Max HP will be restored to the previous value after a long rest. 12 Death Blow Self, CON save to negate Bonus Action Can only be performed with the death scythe. Each of your attacks that hit, force the defender to make a save or be reduced to 0 HP. This effect lasts until one of your victims fails their saving throw. Richard Harris (Order #28855998)


86 Draugar Richard Harris (Order #28855998)


87 “Dead they were, and caked with the mud that had been shovelled over them, yet they came for us faster than they’d ever moved in life, their eyes glowing an eerie blue. Grimir’s warriors and our own comrades, weaponless and still bearing the gaping wounds that had slain them. Draugar!” ~Freydis Halfdanardottir, warrior under Svardkell Blackaxe Draugar Myth The dead of the Sword Age know no rest. Hel’s realm is closed, and so—if unclaimed by Valkyries—bodies rise again as Draugar. The Draugar are Hel’s agents, although the wandering dead may know nothing of this imposed allegiance. Most Draugar, when newly unearthed, forget their dead state and attempt to return to the routines of their life. Dead farmers return to hoe the snowy fields of Fimbulwinter. Dead wives come home to clean and prepare a meal for guests. Drowned fishermen crawl back to shore and home, to warm their bodies by the fire. Complicated rituals exist to prevent a loved one’s body returning home, such as confusing the corpse’s sense of direction by blindfolding and spinning it, or hampering its walk back to its living home by tying its toes together or driving spikes through the soles of its feet. Yet, they usually find their way home. To confront one is dangerous. Confused in death, Draugar react with violence, and sometimes with fantastic powers. They may carry with them an aura of bad-luck, disease, life-sucking sickness and temporary darkness—enough to confuse the daylight when the sun is above, but not enough to blot out fire. Hrapp could vanish beneath any ground similar to his grave soil and swim through it. Thorolf Half-Foot was so heavy as a Draugar that his defeated body needed to be lifted by levers. Glamr gained such potent magic that he successfully cursed the great hero Grettir to be “unable to become any stronger.” Other Draugar could shapechange into dead animals, like a wounded seal, a flayed bull, or a horse with a broken back and no ears, such as Thrain who shapechanged into a decaying catlike creature and sat on a man’s chest growing ever-heavier until he was crushed. The walking dead are a frayed thread on the tapestry of the Norns. The otherwise noble hero Glamar, working as a shepherd one night, was assaulted and his neck broken by a Draugar, and rose the next night as a Draugar himself. Dead men are not meant to kill the living, and any warrior killed by Draugar are kinked from the Norns’ tapestry, and more likely themselves to be rejected by Hel. Much care must be taken in disposing a Draugar. Improperly destroyed, they can become even more dangerous, such as the case of one beheaded Draugar thrown into the sea with its body unburned; it returned the next full moon with a head made from seaweed, immune to decapitation. A cremated body can never become a Draugar, but the followers of the White God do not believe in cremation—especially with the woods of Fimbulwinter becoming scarce—so the rise of Draugar is more common among their kind. There are some stories of noble Draugar who guard their descendants and their lineage from a safe distance, but this certainly must be a change of heart upon death, for if they were that noble in life they would have at least been accepted into Niflheim. Once all the relevant people the Draugar knew in their life are dead as well, and the places they knew have sufficiently changed, the Draugar begin to wander. They eventually fall into bands of similarly wandering corpses. Powerful Draugar called Aptragangr command these regiments. They are the elite of Hel’s armies, and often were Angels of Death when they lived. Thus dead, damned, well-wandered, enlisted, and armed, the Draugar march across the realms doing Hel’s bidding, never again knowing rest. Further Reading • Eyrbyggja saga • Frithiof’s Saga • Illuminated Edda • Grettis saga Asmundarsonar • Hromundar saga Gripssonar • Laxdæla saga • Njals saga • Prose Edda Richard Harris (Order #28855998)


88 Draugar Lore Description Dead bodies walk Midgard as Draugar, baked in mud and caked-on grave dirt. Fresh Draugar may be nearly indistinguishable from their former living selves except for their eyes. These glow blue and reflect retained intelligence and memories from their former life and the spiritual horrors of the grave. The body does not rot, but it is twice as heavy or more than it was in life, and soon the skin takes on a deathly colour: black, deathblue or deep maroon. These dead are able to speak and somewhat reason, but with a kind of madness, as key personality traits held in life are magnified in death. Being the kind of ignoble mortals that Hel would refuse in her dominion, the Draugar are usually motivated by jealousy of the living. Environment For a time the Draugar attempt to re-enter their home from life, but eventually they wander Midgard. A Draugar may not at first realise it, but they are Hel’s servants in the lands of the living. Hel is patient. It may take years of wandering for Draugar to find each other and form a regiment. Then they are tasked by Hel or her agents as soldiers, guards, or to act as a messenger or negotiator with the living. All of these rarely involve the Draugar being in one place long. They know no rest in death, and also no home. Vulnerabilities • Must obey any commands given to them by Hel or higher ranking Draugar or Aptragangr • Can only enter a dwelling where it once lived by the method of egress they last used • To be destroyed they must be decapitated, then very soon burned to ash and thrown in the sea, or proper burial rights immediately re-enacted Habits Better-known habits • Only iron can injure, but is insufficient to kill • Exceptionally fast and agile • Supernatural strength • Insatiable appetite for food and drink, even if it passes through them Lesser-known habits • Not vulnerable to light or especially to fire • Body can increase in size to double or more, its weight increasing proportionately • Enjoy chasing their victims to exhaustion and letting the run kill them • The powerful among them carry arms and armour made of “Death Bone”, the realm ore of Niflheim; an unholy metal they can sense from nearly anywhere Nearly-unknown habits • Enter the dreams of the living to torment them • When summoned by a recognised local authority, the Draugar is compelled to present itself and be judged Quest Idea 1 • The noble hero Lang was killed protecting the village, but has risen from the dead to continue protecting his village. • However, Lang is barring entry to anyone not native to the village, disrupting trade and threatening travelers. Lang believes that any outsider could be a danger to the village. • If challenged, Lang grows to 20 feet tall, and appears immune to sword-blows. • Lang’s memory is worshiped by the village. How to honour the fallen hero properly, but put him to rest? Richard Harris (Order #28855998)


89 Quest Idea 2 • The villager Kol knows not what to do with his wife, Eir. Eir died two months ago from cold, but continues to make the house and see to their children. Kol does not have the heart to lose her again, but fears for the safety of his children. Quest Idea 3 • A local Karl, Krossbyr, was flattened to death in his sleep. Some say his brother Magnor, the former Karl, recently deceased, is to blame. Richard Harris (Order #28855998)


Draugar EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 90 Physical Great Sword (Melee Weapon Attack): deals 2d6 slashing damage. Each round, 1 attack per Tier Arrow (Ranged Weapon Attack): deals 1d8 piercing damage. Each round, 1 attack per Tier Magical Glare of Death (Necrotic Innate Spell): Instantly kill anyone at 0 HP (no save). If HP greater than 0, then deal 2d8 necrotic damage (CON save for half). ACTIONS Tier I Calm: Passion saves gain a +1 bonus Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Agitator: Perform a Provoke Attack with +2 DC Tier II Resolute: Compel Defense +2 saving-throw bonus Tier III Bully: Grant nearby allies +1 Social Attack DC Tier IV Harassment: Grant nearby allies +2 Provoke Attack DC Tier V Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Undead Tier I Tier II Tier III Tier IV Tier V Intimidationr Perceptionr Survivalr Stealthr Athleticsr Tier 1 Tier II Tier III Tier IV Tier V n+1 magical equipment rDeath Bone equipment F F x2 F x3 F x4 G misc Aspects: No need for sleep, food/drink or breath Skills: advantage on all skills r (due to armour ore) Senses: Truesight Vulnerabilities: Magical Bludgeoning Resistances: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder Damage Immunities: Necrotic r, Piercing, Nonmagical damage Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious vSpecial Abilities: At night, values marked with v gain +5 Secrets & Weaknesses: iron (or roll on Materials table) and Death Ritual (see legendary action) Tier I II III IV V Challenge Rating 1 3 5 7 9 Level/Hit Dice 8 11 15 19 20 Proficiency Bonus +2 +2 +2 +3 +3 Size M M M L H Speed 40 v 40 v 40 v 50 v 60 v Strength* +2 +3 +4 +5 +6 Dexterity* +1 +2 +3 +4 +5 Constitution 0 +1 +1 +1 +2 Intelligence 0 0 0 +1 +1 Wisdom* 0 0 +1 +1 +1 Charisma 0 0 0 0 0 Initiative +6v +7v +8v +9v +10v Hit Points 40 66 90 114 140 AC 11 15 n 16 n 17 n 19 r Power/Spell DC 12 13 14 16 17 Reach/Range 5’ 5’ 5’ 10’ 10’ To-hit bonus +9v +10vn +11vn +13vn +14v r Damage bonus +7v +8vn +9vn +10vn +11vr Legendary Actions 1 1 1 1 1 Save vs. Passion 0 0 +1 +1 +1 Save vs. Reason* +2 +2 +2 +4 +4 Personality: Tactician, hunger for life and living Ideal: Loyalty to the undying warband Flaw: Single minded, hierarchy Bond: Loyalty to Hel and Helheim Characteristics - Neutral Languages: Common, Abyssal, Celestial, Infernal Richard Harris (Order #28855998)


POWER DICE ACTIONS 91 Tier I 1 Multi Attack Weapon Reach Free Action Your next attack action strikes an extra number of foes within your reach/range equal to your Tier. 2 Power Attack Weapon Reach Free Action Your next attack action deals maximum damage and knocks back an opponent 5’ per Tier (must be of equal size or smaller) 3 Drain Life Self, CON save for half damage Bonus Action Perform after dealing damage to a foe, they take an extra 1d8 of necrotic damage. 4 Regeneration Self Bonus Action Heal 2d12 per Tier to self or an adjacent combatant. Tier II 5 Taint Life Self radius 30’ Bonus Action All healing magic deals damage instead until the next time you roll your power die. A successful Insight skill check on DC 15 reveals the nature of the magical aura. 6 Retribution Range equal to reach, CON save to take half damage Bonus Action Touch an opponent to deal an amount of damage equal to the last damage you suffered. This damage is necrotic. Tier III 7 Nether Chain Range 30’, DEX save to negate Bonus Action Create a magical onyx chain between you and a willing undead ally. While you move, if the chain passes through another living combatant, they suffer the charmed condition for 1 minute. 8 Spell Drinker Range Bonus Action Until you roll your next power die, you gain a cumulative saving throw bonus versus spells equal to the spell level targeting you. You also gain a cumulative bonus to your AC vs spells equal to the spell level targeting you. Area effect do not trigger this boost. Tier IV 9 Ley Line of Death Range 60’ beam, WIS save for half damage Bonus Action Create a 60’ beam that is filled with negative energy, dealing 2d12 damage per Tier to any living creature within it. 10 Nightmare Range 120’, WIS save to negate Bonus Action You implant yourself in the opponent’s mind, stalking their dreams. If they fail their saving throw, the next 6 rests (long or short) the victim rolls a d6, on a roll result of 3-6, they gain +1 exhaustion and the rest does not reduce the condition this time. Tier V 11 Well of Despair 10’ radius, WIS save to negate Bonus Action Create a focal point centered on you. Every round the radius increases by 10’ and continues to do so until you roll your power die again (you may choose not to roll it at the start of any turn). The maximum radius is 30’ multiplied by your Tier. At the start of a living creature’s turn, if they are in the area of effect, they must make a WIS save or else be frightened. If a combatant was already frightened, then they become paralyzed. 12 Summon your warband n/a Free Action You gate into existence another draugar of equal CR. The number of gated Draugar cannot exceed your Tier. Tier I When you are reduced to 0 HP, you are incapacitated for 1 minute (10 minutes on hollowed ground). At the end of the minute, you heal 1d12 HP per Tier and rise again (free action). The only way to counter this automatic legendary action is by performing a certain set of ritual actions that prevent the return (roll on the Death Ritual table). ex: such as quartering the corpse and disposing of it in a river. LEGENDARY and/or LAIR ACTIONS Richard Harris (Order #28855998)


92 Dvergar Myth The Dvergar came into being as maggots feasting on the dead body of the primordial being Ymir. The Aesir gifted them with reason and molded them into a human-like shape, but stout and ugly. The elusive and gruff Dvergar are perhaps best known for their hoards of great treasures built up over many lifetimes; treasure they diligently protect. Traps and natural barriers are common deterrents. Andvari, deft at magic, hid himself shapechanged as a fish to keep his treasure from the trickster god Loki. When the treasure was eventually wrested from him, Andvari put a curse on it in retaliation. The Dvergar prize treasure as proof of their famed crafting skills. They choose a high-king each decade based on significant work, be it large-scale engineering or small handicraft. It is the achievements of his house that allows Ivaldi to rule now, since—among his accomplishments—his sons Dvalin and Sindri were keen enough in their fine craftsmanship to weave a wig for the lady Sif after Loki cut her hair in prank. Dvergar craftmanship is not limited to the inanimate, however; Dain and Nabbi used magic as well as smithing to craft Freya’s golden boar. Challenges to a Dvergar’s skill may lead them to turn out wonders with little preparation. Brokk and Eitri, who made Thor’s hammer Mjolnir and some other of the greatest weapons of the Aesir, did so only after Loki spurred them on, in passing, to do better than their kinfolk. At times a Dvergar’s treasure can be won from them by other means than payment or pride, such as lust. Whispers in the halls of Asgard say that the Brisings, expert Richard Harris (Order #28855998)


93 Dvergar Richard Harris (Order #28855998)


94 craftsmen Alfrigg, Dvalin, Berling, and Grer, forged a great necklace for the Aesir Freya in exchange for Freya spending one night with them each. It was carnal desire also that doomed Alvis, the “AllWise”. Alvis was promised the hand of Thor’s daughter, Thrud, by the Aesir. Thor, seeking to escape his debt and knowing how prized wisdom is among the Dvergar, questioned Alvis on his knowledge through the night until (like all children of Ymir’s flesh) the sun’s rays turned him to stone. A desire for wisdom was what motivated the depravity of the ignoble knowledge-seekers Fjalar and brother Galar, who killed a wise man Kvasir and with his blood and honey brewed the Mead of Poetry. Noble, skilled, hard-working and perhaps miserly, the Dvergar profit greatly from the arms race afoot in the Age of the Sword, but in their own gruff manner they will also be pleased when Vanir and Aesir wipe each other out in Ragnarok. Further Reading • Codex Regius, Havamal • Codex Regius, Reginsmal • Gesta Danorum • Heimskringla • The Illuminated Edda • Poetic Edda, Alvissmal • Poetic Edda, Fjolsvinnsmal • Poetic Edda, Hervararkvida • Poetic Edda, Voluspa • Prose Edda, Gylfaginning • Prose Edda, Skaldskaparmal • Prose Edda, Svartalfheim • Ynglinga saga Dvergar Lore Description Most Dvergar look like stout old men with long beards; ample-bellied and big-nosed. Their skin is often mistaken as dark and earthen, but if cleaned of smithing ash and dirt, it appears instead pale to the point of being grave-like. Environment In their home of Nidavellir the Dvergar dwell in the earth, carving rough tunnels into lavish halls, constructing labyrinthine complexes of mines and forges. In Midgard and other realms they traditionally live underground within mountains or other heavily stoned areas. However, with the sun devoured by Skoll, the Dvergar have been exploring the above-ground and establishing businesses. Dvergar can now be found throughout Yggdrasil, hammering arms in the halls of Asgard and the forges at Sleggja in Muspelheim alike. In Muspelheim the Dvergar must take special precaution to avoid the blaze of the landscape; even while the sun above is gone, the outdoors of Muspelheim is still enough to turn a Dvergar to stone. Due to their covetous nature, Dvergar live alone or form a business with their immediate family. Young Dvergar work for many years in the family business, contributing to the family treasury, before being permitted to dig their own hall. Dvergar gather in numbers only for greater engineering projects, or for drinking. Much can be learned about a Dvergar over drink concerning his treasures, because they are prone to boast of their wealth and the traps they have made—both mechanical and natural—to protect it. Richard Harris (Order #28855998)


95 Vulnerabilities • Sunlight turns them to stone • Overly enterprising; will work for whoever can pay • Love of mead, gambling and fine art • Too eager to show off their wisdom, knowledge, and skill • Strong lusts and ardent in romance Habits Better-known habits • Skilled smiths and craftspeople • Capable of amazing feats of strength • Love of song, lore, and riddles Lesser-known habits • Hunt and eat the creatures of the underground • Known to curse their treasure if it appears it will be stolen Nearly-unknown habits • Some are capable of shape-changing into a particular animal, such an otter or a pike Quest Idea 1 • A Dvergar craftsman named Bildr requires a Jotun’s anvil to craft a masterwork item. Bildr is poised to be made High King of the Dvergar if this is successful, and offers a King’s ransom to you if you can deliver the Jotun’s anvil. Quest Idea 2 • Onn, the local Dvergar blacksmith is smitten with the Karl’s daughter, Beyla. • Onn offers a magic ring if the denizens play matchmaker. Richard Harris (Order #28855998)


96 SOCIAL ACTIONS Aspects: Immortal- does not die from old age (reaches maturity at 100 years); Social- will rarely be met alone (groups 2-6 usually). Senses: Darkvision 900’ Vulnerabilities: Radiant; When in direct sunlight, it will petrify them (DC 22 CON save/minute exposed) Resistances: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Spells Damage Immunities: Thunder, Nonmagical Condition Immunities: Charmed, Frightened, Stunned v Special Abilities: Some Dvergar can polymorph into one specific animal (beast) form. The chosen beast’s hit-dice cannot exceed your own. You gain the beast’s movement, but retain all of their abilities and powers. n Special Equipment: All tiers equip the gear detailed in the treasure chart below; Bonuses to saving throws among other benefits outlined under equipment; Range, to-hit and damage bonuses list melee/range values in that order. Secrets & Weaknesses: Sunlight- spells that deal sunlight damage deal double damage; During the day immunities become resistances (or roll on the Time table) Tier I Agitator: Perform a Provoke Attack with +2 DC Harassment: Grant nearby allies +2 Provoke Attack DC Inquisition: Grant nearby allies +2 Question Attack DC Tier II Unified: Grant nearby allies +2 Question Defense saving throws Tier III Discipline: Grant nearby allies +2 Provoke Defense saving throws Tier IV Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Tier V Curious: Perform a Question Attack with +2 DC Tier I II III IV V Challenge Rating 10 12 14 16 18 Level/Hit Dice 17 20 23 24 25 Proficiency Bonus +4 +4 +5 +5 +6 Size S S S S S Speed 25’ 25’ 25’ 25’ 25’ Strength* +3 +4 +4 +4 +4 Dexterity +1 +2 +3 +4 +5 Constitution* +4 +4 +4 +5 +5 Intelligence* +4 +4 +4 +4 +5 Wisdom +3 +3 +4 +4 +4 Charisma +2 +3 +4 +5 +6 Initiative +1 +2 +3 +4 +5 Hit Points 153 180 207 240 250 AC 22 n 24 n 26 n 29 n 30 n Power/Spell DC 16 16 17 18 19 Reach/Range 5’ 30/120 5’ 30/120 5’ 20/60 5’ 20/100 5’ 20/100 To-hit bonus +8/ +6 n +10/ +8 n +12/ +11 n +7/ +7 n +7/ +8 n Damage bonus +4/ +2 n +6/ +4 n +7/ +6 n +7/ +7 n +7/ +8 n Legendary Actions 1 2 3 4 4 Save vs. Passion +3 +3 +4 +4 +4 Save vs. Reason* +8 +8 +9 +9 +11 Personality: industrious and competitive Ideal: beauty in craftsmanship Flaw: avarice, ego and jealousy Bond: friendship with good food and drink Characteristics - Lawful Neutral Humanoid Immortal Languages: Common, Deep Speech, Dwarvish, Dvergar Gnomish, Undercommon ACTIONS Physical Swing (Melee Weapon Attack): deals (Tier 1-3) 1d8 (Tier 4-5) 3d10 slashing damage per Tier. Critical hit on 19-20. Perform 2 attacks each round, +1 bonus attack per Tier Crossbow/Hammer (Ranged Weapon Attack): deals (Tier 1-3) 1d6 piercing (Tier 4-5) 2d10 bludgeoning damage per Tier. Critical hit on 19-20. Perform 2 attacks each round, +1 bonus attack per Tier Magical Pronounce Curse (Innate Spell): You pronounce a curse upon your belongings- in the event of your death, your items will curse anyone who possesses them. Those who possess the treasure will never find peace as everyone they meet will be filled with greed and avarice (or roll on the Curse table). Richard Harris (Order #28855998)


POWER DICE ACTIONS 97 Tier I 1 Regeneration Self Bonus Action Heal 2d12 per Tier to self or an adjacent combatant. 2 Power Attack Weapon Reach Bonus Action Perform an attack action with a +2 damage bonus per Tier. 3 Retreat Self Free Action Perform a disengage action. 4 Aggressive Stance Weapon Reach, STR save to negate Bonus Action While in this stance, your attacks push back your opponents 5’ per Tier. If you enter another stance, this stance ends. Tier II 5 Lunging Attack Range Bonus Action Perform a move action followed by an attack action. 6 Furious Stance Self Bonus Action While in this stance, your attacks deal bonus damage equal to your Tier. If you enter another stance, this stance ends. Tier III 7 Whirlwind Attack Weapon 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). 8 Mobile Stance Self Bonus Action While in this stance, your move action gains +5’ per Tier. If you enter another stance, this stance ends. Tier IV 9 Chameleon Hide Self Bonus Action Gain Greater Invisibility until the end of combat or until magically dispelled. 10 Defensive Stance Self Bonus Action While in this stance, your AC is boosted by your Tier. If you enter another stance, this stance ends. Tier V 11 Sundering Stance Weapon Reach Bonus Action While in this stance, during any attack action you may take a -5 to-hit penalty and strike 1 piece of equipment on your opponent (instead of your opponent), breaking it. Your weapon QR must exceed the target item’s QR. If you enter another stance, this stance ends. 12 Spell Drinker Self Bonus Action Until you roll your next power die, you gain a cumulative saving throw bonus versus spells equal to the spell level targeting you. You also gain a cumulative bonus to your AC vs spells equal to the spell level targeting you. Area effect does not trigger this boost. SKILLS Tier I Tier II Tier III Tier IV Tier V Crafting Choose 1: • Creature Reliquary • Dvergar Engineering • Infusion • Realm Ore • Rune Glyph Repair equipment Choose 1: • Creature Reliquary • Dvergar Engineering • Infusion • Realm Ore • Rune Glyph Mining Choose 1: • Creature Reliquary • Dvergar Engineering • Infusion • Realm Ore • Rune Glyph Forge Beast Choose 1: • Creature Reliquary • Dvergar Engineering • Infusion • Realm Ore • Rune Glyph Insight Choose 1: • Creature Reliquary • Dvergar Engineering • Infusion • Realm Ore • Rune Glyph Richard Harris (Order #28855998)


98 Dvergar EQUIPMENT & TREASURE Tier 1 Tier II Tier III Tier IV Tier V H x6, Ix4 I x5 I x6 I x7 I x8 Main Hand Luckblade +1 +1 to all saving throws; Reroll 1 roll per day; Grants 1 Wish spell to be used if losing badly Nine Lives Stealer +2 If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 CON saving throw or be slain Vorpal sword +3 When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. Jarl’s Axe +3 2d10 slashing damage Admantine crit 19-20; Mead Iron ignores slashing, bludgeoning and piercing resistance; Cleave- free extra attack after a killing blow King’s Axe +3 2d10 slashing damage Admantine crit 18-20; Mead Iron ignores slashing, bludgeoning and piercing resistance; Cleave- free extra attack after a killing blow Off-Hand shield +1 shield +2 shield +3 Jarl’s Shield +6 [24 QR Craft] King’s Shield +6 [26 QR Craft] Damage Reduction 1 once per round Ranged Auto-Crossbow +1 Auto-Crossbow +2 Dwarven Thrower +3 Dvergar Hammer +3 2d10 bludgeoning Thrown range 25/100; Admantine crit 19-20; Mead Iron ignores slashing, bludgeoning and piercing resistance; Auto-loader & returning Dvergar Hammer +3 2d10 bludgeoning Thrown range 25/100; Admantine crit 19-20; Mead Iron ignores slashing, bludgeoning and piercing resistance; Auto-loader & returning Armour Adamantine Plate +1 +1 to CON saving throws; Immune to critical hits Adamantine Plate +2 +1 to CON saving throws; Immune to critical hits Adamantine Plate +3 +1 to CON saving throws; Immune to critical hits Jarl’s Armour [24 QR Craft] AC 22 King’s Mail [26 QR Craft] AC 23 Accessory Ring of Earth Elemental Command You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied; You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). Mantle of Spell Resistance You have advantage on saving throws against spells while you wear this cloak. Well of Many Worlds Silk cloth that creates a two-way portal to another world or plane of existence. Rod of the Mountain 1d8 charges Spend 1 charge to cast Maze spell (Range 60’, DC 20 INT save to escape; banish a combatant to another dimension until they make a successful saving throw) Rod of the Mountain King 1d8 charges Spend 1 charge to cast Time Stop spell (You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. See spell description for other caveats) Richard Harris (Order #28855998)


99 LEGENDARY ACTIONS Using a legendary action, choose one effect: Legendary tier I to III Dreadnaut: After you are attacked, you can use your legendary action to gain a +5 AC bonus until the end of the round. Magic Mirror: After you resolve a spell that targets you, you can use your legendary action to recast it with new targets. Legendary Resistance: If you fail a saving throw, you can use your legendary action in order to succeed instead. Legendary t ier IV & V Earth Explosion: After you take damage, you can use your legendary action to make the earth explode around you, damaging every combatant in a 30’ radius, dealing 5d10 bludgeoning damage (DEX save for half) and 5d10 fire damage (CON save for half). LAIR ACTIONS The Dvergar lair is an undergounrd smithy filled with all manner of fantastic and dangerous creations. The lair will trigger one of these traps during the lair’s turn. Lair tier I to III Ice-Breathing Statue Magic trap (the DC to spot it is 15) This trap is activated when intruders are not welcome within the forge, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. Crushing the statue is the quickest way to disable this trap (Move: 20, AC: 22, HP: 120) The blast is a 30’ cone originating at the statue. Each creature in the ice must make a DC 13 Dexterity saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. Poison Darts Mechanical trap (the DC to spot them is 17) The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas- --reliefs, murals, or frescoes that adorn the walls. The holes detect the passage of non-Dvergar and trigger upon detection of a different lifeform. Stuffing the holes with cloth or wax prevents the darts contained within from launching. The trap releases four darts. Each dart makes a ranged attack with a +8 to-hit bonus against a random target within 100 feet of the wall. A target that is hit takes 12 (2d12) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. Lair tier IV to V Sphere of Annihilation Magic trap (the DC to spot them is 18) Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a sphere of annihilation that can’t be controlled or moved. It is otherwise identical to a normal sphere of annihilation. A successful dispel magic (DC 18) removes this Sphere of Annihilation This 2-foot diameter black sphere is a hole in the multi-verse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. The sphere is stationary until the lair’s owner commands it to move. If an intruder attempts to control a sphere that is under the lair creature’s control, they must make an Intelligence (Arcana) check contested by the other creature’s Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. Sphere of Annihilation If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extra-dimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table. d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extra-dimensional space. 86–00 A spatial rift sends each creature and object within 180 feet of the sphere, includ ing the sphere, to a random place in existence. Richard Harris (Order #28855998)


100 Richard Harris (Order #28855998)


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