CREDITS
In Memory of Charles Wright. His seat at the table is empty now,
the laughter remains.
Writer and Designer: Evan Jackson
Template: Adapted from Simple Microsoft Word Template by
Laura Hirsbrunner
Cover Illustrator: Matt Forsyth
Interior Illustrators: Matt Forsyth, Jake Baker, Arthur Rackham,
Agam, carcocta, Dorothe, Enrique Lopez Garre, Herbert James
Draper, Sarah Richter, Tomislav Jakupec, Tristan Brandon,
Wilgard Krause, Wizards of the Coast provided art.
Special Thanks: Mara Kovacevic, Tristan Brandon, Steven
Townshend
Additional Credit: Grimnir's epigram in the introduction is (very
loosely) adapted from lines that appear in Henry Adams
Bellows' translations of the skaldic poems Vafþrúðnismál and
Grímnismál. This crime against literary decency was
perpetrated by myself with little regard to the integrity of
original verse or skaldic form, cobbling lines together that are
rewritten and out-of-context from disparate stanzas in two
different texts. I doubt that Bellows would willingly recognize
it as his own, but I could not have written it if he hadn't done it
first, and better. –EJ
ON THE COVER
Matt Forsyth illustrates a giant serpent-like creature rearing from
the depths in a cataclysmic scene.
Matt is a fantasy artist and illustrator from New Zealand whose
work has been featured in the ADOM roleplaying game,
Greenbrier Games’ upcoming Lost One’s boardgame, and
multiple supplements by Thieves’ Cant Games. His work is
additionally featured the following pages of this text: 5, 8, 13, 14,
17-19, 22, 23, 29, 31, 33- 35, 37, 40, 42, 47, 48, 50, 56.
Disclaimer: Thieves’ Cant Games is not responsible for the loss of hands placed in the mouths of gargantuan wolves, curses incurred while pilfering lindwyrm gold, or the
consequences of ignoring ancestral guidance delivered by non-corporeal spirits.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under th e Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Thieves’ Cant Games and Evan Jackson and published under the Community Content Agreement for Dungeon
Masters Guild.
1
TABLE OF CONTENTS
Credits ....................................................................................1
Table of Contents.................................................................. 2
Introduction.......................................................................... 3
Chapter 1: Bestiary................................................................ 4
Mythic Monsters ..................................................................... 4
Norse Archetypes.................................................................... 4
Languages, Alignment and Type......................................... 4
Álfar ................................................................................................. 5
Ljósálfr Dreng.......................................................................... 5
Ljósálfr Húskarl ...................................................................... 6
Ljósálfr Seiðdróttinn.............................................................. 6
Ljósálfr Thegn ......................................................................... 7
Dökkálfr Dreng ........................................................................ 8
Dökkálfr Hirdwarrior ............................................................. 8
Dökkálfr Húskarl..................................................................... 8
Dökkálfr Jarl............................................................................. 9
Aptrgangar .................................................................................... 11
Draugr ...................................................................................... 11
Thráin (Draugr-Lord) ..........................................................12
Gjengangr ................................................................................14
Haugbui....................................................................................14
Brunnmigi .................................................................................... 16
Einherjar........................................................................................17
Einherji Warrior…………………………………………………………….17
Einherji Hero…………………………………………………………………18
Fenrir............................................................................................. 19
Fylgja ..............................................................................................21
Garmr ............................................................................................ 24
Gullinbursti.................................................................................. 25
Hábrók ..........................................................................................26
Hafgufa and Lyngbakr............................................................... 27
Hafgufa ................................................................................... 27
Lyngbakr................................................................................. 27
Hamingja ......................................................................................29
Hulder ........................................................................................... 30
Jörmungandr ................................................................................31
Jötnar............................................................................................. 33
Eldjötunn ................................................................................ 33
Hrimthurs (Rime-Giant) .................................................... 33
Lindwyrm ..................................................................................... 36
Fafnir ....................................................................................... 37
Mara .............................................................................................. 39
Marfolk ..........................................................................................41
Níðhöggr....................................................................................... 42
Nøkk .............................................................................................. 45
Fossegrim ...............................................................................46
Valkyrie......................................................................................... 47
Sanngriðr, Valkyrie Paragon .............................................. 47
Valravn.......................................................................................... 50
Vargr.............................................................................................. 52
The Harriers: Hati and Sköll .............................................. 52
Vörðr.............................................................................................. 54
Chapter 2: Player Options .................................................. 55
Álfr (variant elf) .......................................................................... 55
Chapter 3: Magic Items ..................................................... 58
Appendix: Monster Lists ...................................................60
Stat Blocks by Type ....................................................................60
Stat Blocks by CR ........................................................................ 61
Creatures by Environment .......................................................62
2
INTRODUCTION KENNINGS AND ATTESTATIONS
How the Norse imagination conceived the monstrous is
known to us mostly through Skaldic poetry. These stories
and songs were part of a vibrant oral tradition, which
means they were probably told and retold over
generations, with each poet reinventing them a bit along
the way. Like all storytellers, good skalds adapted their tale
to serve the needs of their communities. Sadly, many of
these tales have since been lost to time, while others show
signs of having been reinterpreted through the lens of later
writers and traditions.
Fortunately for us, Norse peoples imagined a broad
menagerie of dangerous beasts—with some very specific
ideas about the role they would play in the final
destruction of their world. Some of these terrors appear in
multiple surviving texts, alongside vivid physical
descriptions and tales of their dreadful deeds. In fact,
many were so well-known that skalds could merely refer
to them indirectly with compound epithets called kennings.
“Fame-wolf,” for example, appears as a kenning specific
to Fenrir, the bound wolf of Ragnarök.
For this reason, other legendary creatures are only ever
mentioned in passing, leaving us with little more than a
name or forgotten kenning to piece together their stories.
Though incomplete, these accounts—or attestations—of
the Norse monsters in Skaldic poetry have sparked the
imagination of modern fantasy writers for generations.
From Tolkien’s first forays in the genre to the bestiaries of
our favorite RPGs, they’re in the DNA of our D&D
archetypes but, like modern skalds, we’ve reinvented and
reimagined them a bit to fit the needs of the game.
The creatures attested in this supplement are a bit…on
the darker side. They embody the abstract fears of a people
who endured a harsh existence, given monstrous form.
But what has always fascinated me about the Norse
tradition is how they approached the certainty of death.
They treated the end of their existence as a known
quantity—an inevitable storm of fire and desolation that
would one day erase everything they were from the world.
They named their death and, in so doing, lived. At the
core of their stories is a shared experience that looked a
rough, unforgiving world in the eye…yet somehow still
found the resolve to laugh, love, and be heroic.
This book is my attempt to make a small part of that
tradition possible at your table. May the stories you tell be
nothing short of legendary.
-Evan Jackson
Thieves’ Cant Games
3
CHAPTER 1: BESTIARY section that highlights its mythic trait, notes how using it
changes the difficulty of the encounter and the rewards,
This bestiary provides game statistics and lore for forty and includes read-aloud text you can use mid-battle to
monsters suitable for any D&D campaign, but which are signal a terrifying shift in the conflict.
specifically drawn from Norse mythology. Among those
presented are many of the major players from the foretold NORSE ARCHETYPES
events of Ragnarök, but also creatures from lesser known
myths and folklore—all of them ready to serve as While this book offers a variety of horrors to set upon your
antagonists and allies for the players in your game. players, you may notice there are some common themes
that repeat themselves.
The creatures in this bestiary are organized
alphabetically. A few are grouped under a banner heading; As mentioned above, early Norse culture was survival-
for example, the “Aptrgangar” section contains stat blocks focused. Many of the monsters they dreamed up can
for various types of again-walkers. Creatures within these probably be understood as reflections of things that
sections are presented alphabetically or in order of represented threats to the collective safety of their tribes
attestation. and communities. The tale of a villain so twisted by greed
that they turned physically monstrous was a common
At the end of this book is an appendix containing lists of attestation, as were creatures that embodied the spread of
the creatures arranged by type, challenge rating, and poison, disease, and corruption.
environment. DMs can use these lists, in conjunction with
similar information in the Dungeon Master’s Guide and With death as a constant presence, it makes a certain
other sources, to choose monsters for a particular amount of sense that skalds had plenty of stories about
adventure or campaign. walking corpses, who were also readily blamed as vectors
of infection when any of the above plagues struck.
MYTHIC MONSTERS
Insatiable, predatory hunger was also a repeated motif,
Some of the most infamous terrors from Norse mythology particularly among the monsters set to devour the world at
are described in this supplement. The skalds who told their the Twilight of the Gods. In the Norse view, this unchecked
stories presented them as world-ending threats of consumption of life would besiege all human civilization,
legendary proportions. The entries for the monsters in this side-by-side with the staggering power of the primordial
book that fit this archetype all have a feature that sets elements embodied in the armies of the jötnar.
them apart: mythic traits.
LANGUAGES, ALIGNMENT AND TYPE
Mythic traits were first introduced by Wizards of the
Coast in the sourcebook Mythic Odysseys of Theros, which Some Norse monsters, like the legendary jötnar, defy
featured monsters of similarly epic scale. As explained in certain models of D&D categorization. For this reason,
that text, mythic traits are optional; they don’t need to be languages known by the monsters in this supplement
used during combat with these monsters. If you so choose, should be taken as a general guide and adjusted freely as
you may simply ignore a monster’s mythic trait and needed. These selections were an interesting exercise
mythic actions. If you wish to increase a battle’s stakes, because many of the monsters borrow traits from more
though, using a monster’s mythic trait results in some than one of the traditional monster types. For example, is
mid-battle twist that changes the way the monster the “giant” language really the best representation for the
behaves, restores its resources, or provides it with new tongue of the jötnar when not all jötnar were giants?
actions to use. As a result, the battle becomes deadlier and
rages on for longer than most combat encounters. Alignment can be similarly tricky when applied to Norse
mythos. Ancient Norse concepts of right and wrong don’t
Mythic Odysseys of Theros is not required to use these necessarily map precisely to the traditional balance as
mechanics. As in that sourcebook, each mythic monster in depicted in the D&D multiverse. Returning to the previous
this supplement features an “As a Mythic Encounter” example of the jötnar, despite the fact that they were fated
antagonists of the gods, it does not necessarily follow that
such figures were evil. They could just as easily be seen as
agents of cosmic cycles and change.
Finally, typing Norse monsters also involves a similar
complexity. As noted above, the concept of the jötnar is a
fairly broad one. Some scholars would even label figures
like Fenrir and Jörmungandr as jötnar due to their
parentage, though they are clearly something different
than the classical D&D giant. In cases like these, I have
chosen types I felt players would most likely expect,
adding the “titan” tag where applicable.
In general, campaigns that are heavily saga-themed will
most likely require a bit of reskinning and customization
of the classic D&D lore from the outset. Since these
classifications impact the use of spells, items and other
effects, DMs are highly encouraged to review the choices I
have made and tailor as they see fit.
4
ÁLFAR
Unfortunately, the attestations of the Light and Dark Elves
we have are very limited, with only brief references
surviving. While they certainly influenced the “Tolkien
elf,” which in turn shaped the elves of popular culture, the
Norse Álfar were depicted with many traits classically
attributed to other fantasy races.
Both subraces were associated with great skill in
metalcraft. The Ljósálfar, or “Light Elves,” were notably
linked with several bright, heavenly halls constructed from
precious metals. Like aasimar, they were described with
celestial qualities, including radiance, light and beauty.
Some of the more angelic associations may be due to the
interpretations of later medieval translators, but they are
distinctly attested as “more beautiful than the Sun.”
The Dökkálfar, or “Dark Elves,” had traits more
commonly associated with fantasy dwarves. Opinions
between scholars differ, but some believe that the
attestations of the Dökkálfar, Svartálfar and Dvergr all
describe the same race of beings, which may or may not
have been short of stature. These folk lived deep
underground and, like the drow of Faerûn, are described
with skin the color of charcoal or pitch. They are not
attested in any sources as evil by nature, though, and may
have regularly lent their services to the Gods. If considered
synonymous with Norse “dwarves,” then the Dökkálfar
were indeed the same arcane smiths that provided the Æsir
with many of their legendary magic weapons and items.
LJÓSÁLFR DRENG
Drengs are young warriors who serve the houses of the
Álfar in hopes of advancement and renown. The fighters of
the ljósálfar rely on speed and tricks of light to overcome
their enemies. They wield single-edged shortswords called
seaxes in combat.
Medium humanoid (elf), any alignment Dazzling Defense. While the ljósálfr is wearing light or no armor and
wielding no shield, its AC includes its Charisma modifier.
Armor Class 18 (Leather Armor) Innate Spellcasting. The ljósálfr's spellcasting ability is Charisma (spell
Hit Points 66 (12d8 + 12) save DC 12). It can innately cast the following spells, requiring no
Speed 30 ft. material components:
At will: light
STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 12 (+1) 11 (+0) 11 (+0) 17 (+3) Multiattack. The ljósálfr makes three attacks: one with a dagger and two
with its seax.
Skills Acrobatics +8, Athletics +5, Perception +2, Persuasion +7 Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range
Senses Darkvision 60 ft., Passive Perception 12 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Languages Common, Elvish Seax. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
Challenge 3 (700 XP) 4) piercing damage.
Brighter than the Sun (1/day). The ljósálfr casts daylight centered on
Fey Ancestry. The ljósálfr has advantage on saving throws against itself and is heavily obscured for the duration of the spell.
being charmed, and magic can’t put the ljósálfr to sleep.
Lightfooted. The ljósálfr can take the Dash or Disengage action as a
bonus action on each of its turns.
5
LJÓSÁLFR HÚSKARL LJÓSÁLFR SEIÐDRÓTTINN
Húskarls are martial retainers of the álfr great houses. Powerful mage-lords, seiðdróttnar wield tremendous
Experienced bond-warriors, they serve as elite bodyguards influence in the bright halls of the Light Elves and hold the
and often lead younger warriors in battle. Ljósálfr húskarls highest ranks of their society. They have a broad
combine melee prowess with radiant magic to strike down knowledge of arcane magic at their disposal, favoring
their foes. spells associated with light and fire in combat.
Medium humanoid (elf), any alignment
Armor Class 13 (16 With Mage Armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
Medium humanoid (elf), any alignment STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 22 (+6)
Armor Class 18 (Plate) Saving Throws INT +7, WIS +6, CHA +10
Hit Points 161 (19d8 + 76) Skills Arcana +11, History +11
Speed 30 ft. Damage Resistances Damage from Spells; Nonmagical
STR DEX CON INT WIS CHA Bludgeoning, Piercing, and Slashing (from Stoneskin)
12 (+1) 18 (+4) 18 (+4) 12 (+1) 14 (+2) 17 (+3) Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Elvish, any two additional
Saving Throws WIS +6, CHA +7 Challenge 12 (8,400 XP)
Skills Athletics +5, Intimidation +7, Perception +6, Persuasion +7
Senses Darkvision 60 ft., Passive Perception 16 Fey Ancestry. The ljósálfr has advantage on saving throws against
Languages Common, Elvish being charmed, and magic can’t put the ljósálfr to sleep.
Challenge 9 (5,000 XP)
Magic Resistance. The ljósálfr has advantage on saving throws
Fey Ancestry. The ljósálfr has advantage on saving throws against against spells and other magical effects.
being charmed, and magic can’t put the ljósálfr to sleep.
Innate Spellcasting. The ljósálfr's spellcasting ability is Charisma
Spellcasting. The ljósálfr is an 11th-level spellcaster. Its (spell save DC 18). It can innately cast the following spells,
spellcasting ability is Charisma (spell save DC 15, +7 to hit with requiring no material components:
spell attacks). It has the following paladin spells prepared:
At will: disguise self, light, invisibility
Cantrip (at will): light
Spellcasting. The ljósálfr is an 18th-level spellcaster. Its
1st level (4 slots): command, protection from evil and good, searing spellcasting ability is Charisma (spell save DC 18, +10 to hit with
smite spell attacks). The ljósálfr has the following sorcerer spells
prepared:
2nd level (3 slots): branding smite, magic weapon
Cantrips (at will): fire bolt, mage hand, mending, prestidigitation,
3rd level (2 slots): blinding smite, daylight. dispel magic shocking grasp
Multiattack. The ljósálfr makes three attacks with its seax or its 1st level (4 slots): detect magic, identify, mage armor*, magic
shortbow. missile, shield
Seax. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 2nd level (3 slots): blur, misty step, suggestion
(1d6 + 4) piercing damage.
3rd level (3 slots): counterspell, daylight, fireball, dispel magic
Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. 4th level (3 slots): charm monster, fire shield, stoneskin*
Brighter than the Sun (1/day). The ljósálfr casts daylight centered 5th level (3 slots): immolation, scrying, wall of light
on itself and is heavily obscured for the duration of the spell.
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): sunburst
9th level (1 slot): time stop
*The ljósálfr casts these spells on itself before combat.
Rebuke of Light (Recharges after a Short or Long Rest). Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Immediately after an attacker within 30 feet of the ljósálfr deals range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
damage with an attack against a creature other than the ljósálfr,
the ljósálfr forces the attacker to make a DC 15 Wisdom saving Brighter than the Sun (1/day). The ljósálfr casts daylight, centered
throw. On a failed save, the attacker takes radiant damage equal on itself and is heavily obscured for the duration of the spell.
to the damage it just dealt. On a successful save, it takes half as
much damage
6
LJÓSÁLFR THEGN Medium humanoid (elf), any alignment
A thegn is a lesser ljósálfr lord whose position has been Armor Class 13 (16 With Mage Armor)
granted by a seiðdróttin or other figure of power. They Hit Points 40 (9d8)
usually have some magical training and, like the nobles of Speed 30 ft.
other cultures, may be charged with the management of
various holdings.
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 11 (+0) 14 (+2) 12 (+1) 19 (+4)
Saving Throws INT +5, WIS +4, CHA +7
Skills Arcana +5, History +5, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish, any two additional
Challenge 6 (2,300 XP)
Fey Ancestry. The ljósálfr has advantage on saving throws against
being charmed, and magic can’t put the ljósálfr to sleep.
Spellcasting. The ljósálfr is an 9th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
The ljósálfr has the following sorcerer spells prepared:
Cantrips (at will): fire bolt, light, mage hand, mending,
prestidigitation
1st level (4 slots): charm person, detect magic, identify, mage
armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, daylight, fireball, fly
4th level (3 slots): banishment, dominate beast
5th level (1 slot): immolation
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Brighter than the Sun (1/day). The ljósálfr casts daylight, centered
on itself and is heavily obscured for the duration of the spell.
7
DÖKKÁLFR DRENG
Dökkálfr drengs are brazen and competitive guardians of
their house’s honor. They rely on heavier weapons and
more aggressive tactics than their ljósálfr counterparts.
DÖKKÁLFR HIRDWARRIOR
In times of war, a dökkálfr jarl calls upon large numbers of
loyal vassals to bring victory. The blooded warriors of
these families form the vanguard of their armies
DÖKKÁLFR HÚSKARL
Since dökkálfr society favors martial prowess over magical
affinity, it follows that the honored retainers of their
houses are proven warriors with many deeds to their name
and experience leading warriors in battle.
Medium humanoid (elf), any alignment
Armor Class 14 (Natural Armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Athletics +5, Perception +2
Senses Darkvision 120 ft., Passive Perception 12
Languages Common, Elvish, Undercommon
Challenge 3 (700 XP)
Fey Ancestry. The dökkálfr has advantage on saving throws
against being charmed, and magic can’t put the dökkálfr to sleep.
Innate Spellcasting. The dökkálfr's spellcasting ability is
Charisma. It can innately cast the following spells, requiring no
material components:
Cantrips (at will): mending
1/day each: darkness, magic weapon
Reckless. At the start of its next turn, the dökkálfr can gain
advantage on all melee weapon attack rolls during that turn, but
attack rolls against it have advantage until the start of its next
turn.
Sunlight Sensitivity. While in sunlight, the dökkálfr has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Unarmored Defense. While not wearing any armor, the dökkálfr
adds its Constitution modifier to its armor class. It can use a shield
and still gain this benefit.
Multiattack. The dökkálfr makes two longsword or handaxe
attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60, one target. Hit: 6 (1d6 + 3) slashing damage.
8
Medium humanoid (elf), any alignment
Armor Class 17 (Natural Armor)
Hit Points 187 (25d8 + 75)
Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 16 (+3) 12 (+1) 14 (+2) 11 (+0)
Medium humanoid (elf), any alignment Saving Throws DEX +7, CON +7, WIS +6
Skills Athletics +8, Perception +6
Armor Class 17 (Natural Armor, Shield) Senses Darkvision 120 ft., Passive Perception 16
Hit Points 82 (11d8 + 33) Languages Common, Elvish, Undercommon
Speed 30 ft. Challenge 9 (5,000 XP)
STR DEX CON INT WIS CHA Battle Command. As a bonus action, the dökkálfr targets one ally
18 (+4) 15 (+2) 16 (+3) 11 (+0) 13 (+1) 12 (+1) he can see within 30 feet of it. If the target can see or hear the
dökkálfr, the target can use its reaction to make one melee attack
Saving Throws DEX +5, CON +6, WIS +4 or to take the Dodge or Hide action.
Skills Athletics +7, Perception +4
Senses Darkvision 120 ft., Passive Perception 14 Fey Ancestry. The dökkálfr has advantage on saving throws
Languages Common, Elvish, Undercommon against being charmed, and magic can’t put the dökkálfr to sleep.
Challenge 5 (1,800 XP)
Innate Spellcasting. The dökkálfr's spellcasting ability is
Fey Ancestry. The dökkálfr has advantage on saving throws Charisma. It can innately cast the following spells, requiring no
against being charmed, and magic can’t put the dökkálfr to sleep. material components:
Innate Spellcasting. The dökkálfr's spellcasting ability is Cantrips (at will): mending
Charisma. It can innately cast the following spells, requiring no
material components: 1/day each: darkness, magic weapon
Cantrips (at will): mending Sunlight Sensitivity. While in sunlight, the dökkálfr has
disadvantage on attack rolls, as well as on Wisdom (Perception)
1/day each: darkness, magic weapon checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the dökkálfr has Unarmored Defense. While not wearing any armor, the dökkálfr
disadvantage on attack rolls, as well as on Wisdom (Perception) adds its Constitution modifier to its armor class. It can use a shield
checks that rely on sight. and still gain this benefit.
Unarmored Defense. While not wearing any armor, the dökkálfr Multiattack. The dökkálfr makes three attacks: two with its
adds its Constitution modifier to its armor class. It can use a shield longsword and one with its handaxe.
and still gain this benefit.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Multiattack. The dökkálfr makes two longsword or handaxe Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if
attacks. used with two hands.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if range 20/60, one target. Hit: 7 (1d6 + 4) slashing damage.
used with two hands.
Parry. The dökkálfr adds 3 to its AC against one melee attack that
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or would hit it. To do so, the dökkálfr must see the attacker and be
range 20/60, one target. Hit: 7 (1d6 + 4) slashing damage. wielding a melee weapon.
Parry. The dökkálfr adds 3 to its AC against one melee attack that DÖKKÁLFR JARL
would hit it. To do so, the dökkálfr must see the attacker and be
wielding a melee weapon. The high lords of the Dark Elves command the loyalty of
many holdings. Their authority comes from their
readiness to provide protection for their subjects and fight
alongside their warriors in battle.
9
Medium humanoid (elf), any alignment
Armor Class 18 (Natural Armor)
Hit Points 256 (27d8 + 135)
Speed 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 12 (+1) 12 (+1) 18 (+4)
Saving Throws STR +10, DEX +7, CON +9
Skills Athletics +10, Intimidation +8, Perception +5, Persuasion +8
Senses Darkvision 120 ft., Passive Perception 15
Languages Common, Elvish, Undercommon
Challenge 12 (8,400 XP)
Indomitable (3/Day). The dökkálfr can reroll a saving throw it fails.
It must use the new roll.
Fey Ancestry. The dökkálfr has advantage on saving throws
against being charmed, and magic can’t put the dökkálfr to sleep.
Innate Spellcasting. The dökkálfr's spellcasting ability is
Charisma. It can innately cast the following spells, requiring no
material components:
Cantrips (at will): mending
1/day each: darkness, identify, magic weapon
Sunlight Sensitivity. While in sunlight, the dökkálfr has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Survivor. The dökkálfr regains 10 hit points at the start of its turn if
it has at least 1 hit point but fewer hit points than half its hit point
maximum.
Unarmored Defense. While not wearing any armor, the dökkálfr
adds its Constitution modifier to its armor class. It can use a shield
and still gain this benefit.
Multiattack. The dökkálfr makes two attacks with its greatsword
or handaxe.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or
range 20/60, one target. Hit: 9 (1d6 + 6) slashing damage.
The dökkálfr can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The dökkálfr
regains spent legendary actions at the start of its turn.
Weapon Attack. The dökkálfr makes a weapon attack.
Command Ally. The dökkálfr targets one ally it can see within 30
feet of it. If the target can see and hear the dökkálfr, the target
can make one weapon attack as a reaction and gains advantage
on the attack roll.
Frighten Foe (Costs 2 Actions). The dökkálfr targets one enemy it
can see within 30 feet of it. If the target can see and hear it, the
target must succeed on a DC 16 Wisdom saving throw or be
frightened until the end of dökkálfr’s next turn.
10
APTRGANGAR
The unquiet spirits of Norse tradition are not spectral
beings. Skaldic ghost stories attest to souls that are bound
to haunt specific locations, creatures, or significant
objects, but the halls of the Norse are haunted by physical
creatures that more closely resemble walking corpses than
specters. Known collectively as “after-goers,” these
beings are compelled to walk the material plane for many
of the same reasons as their ethereal counterparts.
DRAUGR
Draugar arise from the spirits of individuals so covetous
they cannot part from their riches, even in death. Buried
alongside hoards of their accumulated treasure, they
rarely leave their tombs for fear of thieving intruders.
Hulking Undead. Though they walk in bodies of flesh
swollen with preternatural strength, draugar are
unmistakably creatures of the grave. Lividity paints their
skin a deep blue-black and the stench of death that
surrounds a draugr can repel even the most stalwart of
heroes.
Hard to Kill. The greed that drives a draugr is so powerful
that it can reanimate the aptrgangar’s undead body 24
hours after it has been felled unless appropriate measures
are taken to dispose of the corpse.
Insatiable. A draugr doesn’t require air, food, drink, or
sleep to maintain its existence. It hungers for the
trappings of mortal life, however. For this reason, it may
feed by devouring livestock or other creatures (including
humanoids) that dwell near its burial mound. Though it
will never stray far, this all-consuming envy of the living
is one of the few things that can compel a draugr to
venture from its resting place.
Medium undead, neutral evil Stench of the Grave. Any creature that starts its turn within 5 feet of the
draugr must succeed on a DC 17 Constitution saving throw or be
Armor Class 16 (Natural Armor) poisoned until the start of its next turn. On a successful saving throw, the
Hit Points 180 (19d8 + 95) creature is immune to this Stench for 24 hours.
Speed 30 ft.
Turn Immunity. The draugr is immune to effects that turn undead.
STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 21 (+5) 13 (+1) 16 (+3) 15 (+2) Multiattack. The draugr makes two melee attacks, one with its bite
and one with its fist or longsword.
Saving Throws STR +10, CON +9, WIS +7
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit:
15 (2d8 + 6) piercing damage.
Slashing from Nonmagical Attacks
Damage Immunities Poison Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, (2d6 + 6) bludgeoning damage. Instead of dealing damage, the
draugr can grapple the target (escape DC 16) provided the target is
Poisoned, Stunned Large or smaller.
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Challenge 9 (5,000 XP) creature. Hit: 15 (2d8 + 6) slashing damage, or 17 (2d10 + 6) slashing
damage if used with two hands.
Again-Walker. If the draugr dies, it can reanimate its body after 24 hours
unless the corpse is burned, dismembered, or otherwise destroyed. The Gravewalk. While in dim light or darkness, the draugr can take the
body must be on the same plane of existence and the draugr regains all Hide action as a bonus action.
its hit points.
Shadow Step. While in dim light or darkness, the draugr can teleport
Brute. A melee weapon deals one extra die of its damage when the as a bonus action up to 60 feet to an unoccupied space it can see
draugr hits with it (included in the attack). that is also in dim light or darkness. It then has advantage on the
first melee attack it makes before the end of the turn.
11
THRÁIN (DRAUGR-LORD) progressed, Thráin’s heart sank deeper and deeper into
paranoia. Certain of betrayal in every corner and sensing
Though draugar are twisted souls, they retain much of the fading of his own strength, Thráin once again turned
their sentience and can grow more powerful after to the dark arts, transforming himself into a creature with
generations of undeath. Some even embrace the transition the power to defend his wealth beyond death.
to this existence, using dark rituals to remake themselves
before mortality can separate them from their worldly The long years of undeath have only made Thráin more
riches. These draugr-lords appear in Norse sagas as avaricious and cruel. He has all the power of a normal
legendary evils, terrorizing entire communities while draugr, only more formidable, and he still has a measure of
making corpses of treasure hunters and heroes alike. arcane magic at his disposal. Thráin also wields a sentient,
preternaturally sharp longsword called Mistilteinn. The
Long ago, the draugr-lord known as Thráin was a blade’s obsessive personality has been feeding the draugr-
mighty king who held dominion over a wide and lord’s mania for centuries, constantly alerting its master
prosperous domain. What he could not take by force, he to potential threats, both real and imagined. Mistilteinn is
won by way of ancient and forbidden magics. In this way, Thráin’s most-prized possession and the weapon never
he accumulated vast sums of gold and numerous war leaves his side when not in hand.
prizes in his lifetime. As the many years of his reign
Medium undead, neutral evil Stench of the Grave. Any creature that starts its turn within 10 feet of
Thráin must succeed on a DC 17 Constitution saving throw or be
Armor Class 19 (Natural Armor) poisoned until the start of its next turn. On a successful saving throw, the
Hit Points 231 (22d8 + 132) creature is immune to this Stench for 24 hours.
Speed 30 ft.
Turn Immunity. Thráin is immune to effects that turn undead.
STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 22 (+6) 17 (+3) 16 (+3) 16 (+3) Multiattack. Thráin makes three melee attacks, one with his bite
and two with his fist or Mistilteinn.
Saving Throws STR +14, CON +13, INT +10, WIS +10, CHA +10
Skills Arcana +10, Athletics +21, History +10, Perception +10, Stealth +9 Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit:
Damage Resistances Necrotic, Psychic 20 (3d8 + 7) piercing damage.
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from
Fist. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17
Nonmagical Attacks (3d6 + 7) bludgeoning damage. Instead of dealing damage, Thráin
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, can grapple the target (escape DC 17) provided the target is Large or
smaller.
Poisoned, Stunned
Senses Darkvision 60 ft., Passive Perception 20 Mistilteinn. Melee Weapon Attack: +17 to hit, reach 5 ft., one
Languages Common, Deep Speech, Dwarvish, Elvish, Giant, Sylvan creature. Hit: 23 (3d8 + 10) slashing damage, or 25 (3d10 + 10)
Challenge 21 (33,000 XP) slashing damage if used with two hands, ignoring slashing
resistance. On an attack roll of 20, the target takes an additional 14
Again-Walker. If Thráin dies, he can reanimate his body after 24 hours slashing damage and Thráin rolls an additional d20. If Thráin rolls a
unless the corpse is burned, dismembered, or otherwise destroyed. The 20, he cuts off one of the creature's heads. The creature dies if it
body must be on the same plane of existence and Thráin regains all his can't survive without the lost head. A creature is immune to this
hit points. effect if it is immune to slashing damage, doesn't have or need a
head, has legendary actions, or the DM decides that the creature is
Innate Spellcasting. Thráin's spellcasting ability is Charisma (spell save too big for its head to be cut off with this weapon. Such a creature
DC 18, +10 to hit with spell attacks). Thráin can innately cast the instead takes an extra 6d8 slashing damage from the hit.
following spells, requiring no material components:
Gravewalk. While in dim light or darkness, Thráin can take the Hide
At will: hex action as a bonus action.
3/day each: bane, command Shadow Step. While in dim light or darkness, Thráin can teleport as
a bonus action up to 60 feet to an unoccupied space he can see that
1/day each: cloudkill, divination, gaseous form, polymorph is also in dim light or darkness. He then has advantage on the first
melee attack he makes before the end of the turn.
Special Equipment. Thráin wields Mistilteinn, a +3 longsword with
additional magical properties. Thráin benefits from the following Thráin can take 3 legendary actions, choosing from the options below.
properties while attuned to the longsword: Only one legendary action option can be used at a time and only at the
end of another creature’s turn. Thráin regains spent legendary actions at
• Thráin cannot be surprised except when incapacitated. the start of his turn.
• Thráin has advantage on initiative rolls. Move. Thráin moves up to his speed without provoking opportunity
attacks.
• When Thráin attacks an object with Mistilteinn and hits,
damage dice against the target are maximized. Attack. Thráin makes a fist or bite attack.
Supernatural Brute. A melee weapon deals two extra dice of its damage Mistilteinn (Costs 2 actions). Thráin makes an attack with Mistilteinn.
when Thráin hits with it (included in the attack).
12
THRÁIN’S LAIR
Thráin's lair is a deep vault of earth and stone in which the
draugr was buried alive with all his wealth and worldly
possessions. The vault itself is sealed beneath a large
barrow mound, marked only by a cairn of black stones
inscribed with eldritch runes of forgotten origin. The
location of the tomb and identities of those who built it
have likewise been lost to time.
Opulent Decay. The halls of Thráin's vault were originally
adorned and furnished to replicate the lavish spaces of his
living stronghold. Over time, this opulence has given way
to rot and disrepair in the damp and filthy conditions of
the barrow. The stench of death now permeates the
tunnels that have run wild with gnarled roots and decay.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Thráin rolls a
d20. On a result of 11 or higher, takes a lair action to
cause one of the following effects. He can’t use the same
effect two rounds in a row.
• The barrow trembles violently for a moment.
Each creature on the floor of the tomb must
succeed on a DC 19 Dexterity saving throw or be
knocked prone.
• targets one creature he can see within 60
feet of it. A swarm of insects fills the space of the
target and immediately attacks, disappearing on
initiative count 20 of the next round.
• targets any number of creatures he can see
within 30 feet of him. No target can regain hit
points until initiative count 20 on the next round.
LAIR TRAITS
’s barrow might have any or all of the following
effects in place:
• The first time a non-evil creature enters the
tomb’s area, the creature takes 16 (3d10) necrotic
damage.
• Monsters in the barrow have advantage on saving
throws against being charmed or frightened and
against features that turn undead.
• The tomb is warded against the magical travel of
creatures Thráin hasn’t authorized. Such
creatures can’t teleport into or out of the tomb’s
area or use planar travel to enter or leave it.
Effects that allow teleportation or planar travel
work within the tomb as long as they aren’t used
to leave or enter the tomb’s area.
If is destroyed, these effects fade over the course of
10 days.
13
GJENGANGR
A gjengangr is a once-living creature that emerges nightly
from its grave, bound to haunt a location, creature, or
object from its life. Like draugar, their bodies are invested
with supernatural vigor, but gjengangar lack the raw
physical might of those horrors. Similar in size to living
humanoids, they may have a hardy appearance—but
ravaged by death. Likewise, the skin of a gjengangr turns a
horrifying dark blue from the settling of blood that no
longer flows through their veins.
Unfinished Business. Of all the after-goers, gjengangar
are most similar to the ghosts that appear in other cultural
traditions. A gjengangr has the corpse-like physical form
of other aptrgangar but yearns to complete some
unresolved task from its life. It might seek to avenge its
own death, fulfill an oath, or relay a message to a loved
one. Others may be driven by wickedness or spite, in the
same way that a ghost might refuse rest until every
member of a certain family or tribe is dead.
As with classical ghosts, it might be possible to rid an
area of a gjengangr by resolving its unfinished business.
Also, like ghosts, they might be destroyed more easily by
invoking a weakness tied to their former life.
Undead Nature. A gjengangr doesn’t require air, food,
drink, or sleep.
HAUGBUI
A haugbui is a barrow-wight, a type of again-walker
whose spirit is bound to its gravesite. They are relentlessly
territorial and, like draugar, will never stray more than a
short distance from their graves. Though a prized weapon
or artifact may be the source of this compulsion, their
barrows are rarely elaborate tombs or treasure vaults.
Simply wandering too close to a haugbui’s resting place,
even unwittingly, is usually enough to incur its wrath.
Armed Sentinels. Most haugbui were warriors before
death. As such, they differ individually in their methods of
defense. Some wield the melee weapons they favored in life
against intruders, while others rely solely on the
supernatural strength of their undead forms. They may or
may not carry shields.
Gravebound. A haugbui can emerge from its barrow and
traverse nearby terrain, but the grave itself remains the
source of its connection to the mortal world. As long as the
barrow and its contents remain intact, the haugbui
maintains its undead watch. If the barrow is somehow
destroyed or the contents removed without also destroying
the haugbui, the aptrgangr may become a revenant in
pursuit of the creatures that defiled its resting place.
Undead Nature. A haugbui doesn’t require air, food,
drink, or sleep.
14
Medium undead, neutral evil
Armor Class 14 (Natural Armor, 16 With Shield)
Hit Points 60 (8d8 + 24)
Speed 30 ft., burrow 15 ft. (barrow only)
STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Medium undead, any alignment Skills Athletics +7, Perception +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and
Armor Class 13
Hit Points 55 (10d8 + 10) Slashing from Nonmagical Attacks that aren't Silvered
Speed 30 ft. Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
STR DEX CON INT WIS CHA Senses Darkvision 60 ft., Passive Perception 14
16 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 17 (+3) Languages The languages it knew in life
Challenge 5 (1,800 XP)
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Sunlight Sensitivity. While in sunlight, the haugbui has
disadvantage on attack rolls, as well as on Wisdom (Perception)
Damage Immunities Cold, Necrotic, Poison checks that rely on sight.
Condition Immunities Charmed, Exhaustion, Frightened,
Turn Resistance. The haugbui has advantage on saving throws
Paralyzed, Petrified, Poisoned against any effect that turns undead while within 100 feet of its
Senses Darkvision 60 ft., passive Perception 11 barrow.
Languages Any languages it knew in life
Challenge Challenge 4 (1,100 XP) Undead Fortitude. If damage reduces the haugbui to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
Undead Fortitude. If damage reduces the gjengangr to 0 hit damage taken, unless the damage is radiant or from a critical hit.
points, it must make a Constitution saving throw with a DC of 5 + On a success, the haugbui drops to 1 hit point instead.
the damage taken, unless the damage is radiant or from a critical
hit. On a success, the gjengangr drops to 1 hit point instead. Aptrgangr Weaknesses. The haugbui has the following flaws:
Gravebound. The haugbui cannot willingly move beyond 100
feet from its burial mound. If an effect moves the haugbui outside
this range, it must use its movement to return by the most direct
route. The haugbui can use its action to attack and defend itself
normally while returning to its barrow.
Burial Rites. If the big toes of the haugbui are tied together or
the soles of its feet are pierced with needles while the haugbui is
incapacitated in its barrow, the haugbui is paralyzed until the
binding is removed. If burial rites are administered to the haugbui
while it is in this state, the haugbui is destroyed.
Empowered Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The haugbui makes two melee attacks. It can use its
target. Hit: 6 (1d6 + 3) bludgeoning damage and 10 (3d6) necrotic Rend Flesh in place of one melee attack.
damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6
Hel-blár. Each non-undead creature within 60 feet of the (1d4 + 4) slashing damage plus 9 (2d8) necrotic damage. If the
gjengangr that can see it must succeed on a DC 13 Wisdom saving target is a creature that is Large or smaller, it is grappled (escape
throw. On a failure, the target is paralyzed until the gjengangr DC 14). Until this grapple ends the haugui can't make a claw attack
deals damage to it, or until the end of the gjengangr's next turn. If against another target.
a target's saving throw is successful or the effect ends for it, the
target is immune to this gjengangr's Hel-blár for the next 24 Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
hours. 6(1d4 + 4) bludgeoning damage plus 9 (2d8) necrotic damage.
15 Weapon (Longsword or Battleaxe). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
(1d10 + 4) slashing damage if wielded with two hands, plus 9 (2d8)
necrotic damage.
Rend Flesh. The haugbui makes one claw attack against a Large or
smaller creature it is grappling. If the attack hits, the target must
succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
BRUNNMIGI
A brunnmigi is a savage, vulpine creature that dwells in the
untamed forests at the outskirts of humanoid civilization.
Solitary and foul-dispositioned, they delight in creating
hardship for vulnerable communities near the woods
where they roam. More than mischief is behind their acts
of sabotage, however, for a brunnmigi’s objective is
genuine malevolence.
Well-pisser. A brunmmigi has no compunction about
targeting the resources vital to a community’s survival.
One of its favorite tricks is to befoul the water supply of a
small village, lurking nearby as the inhabitants fall ill one
by one, returning nightly to renew its corruption.
Vicious when cornered. Although brazen in their crimes
against the defenseless, a brunnmigi will avoid outright
confrontation, fleeing whenever presented with actual
danger. If forced into combat, they are dirty fighters,
relying on their considerable brute strength and surprising
speed to effect a quick escape.
Large monstrosity, chaotic evil
Armor Class 15 (Natural Armor)
Hit Points 82 (11d10 + 22)
Speed 50 ft.
STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 15 (+2) 11 (+0) 15 (+2) 7 (-2)
Saving Throws DEX +7
Skills Perception +5, Stealth +7
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., passive Perception 15
Languages Common, Dwarvish, Giant
Challenge 7 (2,900 XP)
Keen Hearing and Smell. The brunnmigi has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Cunning Action. On each of its turns, the brunnmigi can use a
bonus action to take the Dash or Disengage action.
Evasion. If the brunnmigi is subjected to an effect that allows
it to make a Dexterity saving throw to take only half damage,
the brunnmigi instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails
Multiattack. The brunnmigi makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
14 (3d6 + 4) slashing damage.
Venom Spray (Recharge 6). The brunnmigi releases a spray of
poison in a 15-foot cone. Each creature in the area must make a DC
16 Constitution saving throw. On a failed save, a creature takes 18
(4d8) poison damage and is poisoned for 1 minute. On a successful
save, the creature takes half as much damage and isn’t poisoned. A
poisoned creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Art by Jake Baker
16
EINHERJAR Medium celestial, chaotic neutral
Those who die bravely in battle are favored by the All- Armor Class 16 (18 With Shield)
Father. Chosen from the fallen and guided to Valhalla by Hit Points 51 (6d8 + 24)
the Valkyrjar, the Einherjar spend their afterlives in Speed 30 ft.
preparation for the coming battle that will take place at the
Twilight of the Gods. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0)
Glory of War. By day, the Einherjar hone their martial
prowess in fierce combat against each other on the shining Damage Resistances Bludgeoning, Piercing, and Slashing from
plains of Asgard. When night falls, they return to the Hall Nonmagical Attacks
of the Slain where, wounds healed, they are feasted
through the night. This cycle continues endlessly until Condition Immunities Exhaustion, Frightened, Poisoned,
Ragnarök, when the sounding of Gjallarhorn will summon Unconscious
the Einherjar to stand in battle against the jötnar and
numberless dead. Senses Darkvision 60 ft., Passive Perception 10
Languages the languages it knew in life
Immortality and Fate. Einherjar who fall in battle rise Challenge 3 (700 XP)
again in Asgard at the next sunset. Only a wish spell cast
before dusk can strip a chosen soul of this protection Brute. A melee weapon deals one extra die of its damage when the
before its destined fate. Einherji hits with it (included in the attack).
Alone-fighters. Until the coming of Ragnarök, the Reckless. At the start of its turn, the Einherji can gain advantage
Einherjar have no reason to fear death, whatever the odds. on all melee weapon attack rolls during that turn, but attack rolls
They train relentlessly and individually favor many against it have advantage until the start of its next turn.
different weapons. When encountered, those that wield
one-handed weapons will normally also carry shields. Runic Weapons. The Einherji's weapons have a +1 enchantment
(included in the attack).
Unarmored Defense. While not wearing any armor, the Einherji
adds its Constitution modifier to its armor class. It can use a shield
and still gain this benefit.
Valhallan Fury. As a bonus action, the Einherji can make one
weapon attack, which deals an extra 4 (1d8) radiant damage on a
hit. If it does so, attack rolls against it have advantage until the
start of its next turn.
Multiattack. The Einherji makes two weapon attacks.
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage
if used with two hands.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 18 (2d12 + 5) slashing damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage
if used with two hands.
17
Medium celestial, chaotic neutral
Armor Class 17 (19 With Shield)
Hit Points 127 (15d8 + 60)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 19 (+4) 11 (+0) 12 (+1) 14 (+2)
Skills Athletics +7, Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
Condition Immunities Exhaustion, Frightened, Poisoned,
Unconscious
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
Challenge 8 (3,900 XP)
Brute. A melee weapon deals one extra die of its damage when the
Einherji hits with it (included in the attack).
Reckless. At the start of its turn, the Einherji can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls
against it have advantage until the start of its next turn.
Runic Weapons. The Einherji's weapons have a +1 enchantment
(included in the attack).
Unarmored Defense. While not wearing any armor, the Einherji
adds its Constitution modifier to its armor class. It can use a shield
and still gain this benefit.
Valhallan Fury. As a bonus action, the Einherji can make one
weapon attack, which deals an extra 9 (2d8) radiant damage on a
hit. If it does so, attack rolls against it have advantage until the
start of its next turn.
Multiattack. The Einherji makes three weapon attacks.
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage
if used with two hands.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (2d12 + 5) slashing damage.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage
if used with two hands.
Call to Honor (1/Day). To use this action, the Einherji must have
taken damage during the current combat. If the Einherji can use
this action, it gives itself advantage on attack rolls until the end of
its next turn, and 1d4 + 1 Einherji warriors appear in unoccupied
spaces within 30 feet of it. The warriors last until they drop to 0 hit
points, and they take their turns immediately after the Einherji
hero's turn on the same initiative count.
18
FENRIR thin as spider’s thread and appeared nothing more than a
fine silk ribbon. Suspicious of the gods’ motives in
There is no creature attested in all the sagas whose name challenging him to break the ribbon, the mighty Fenrir
carries more renown—nor dread—than the Wolf of the agreed to be bound—so long as he could hold Týr’s hand
Fens. “Fame-wolf,” “the Ravener,” and “Bane of the High within his jaws as his insurance against deception.
One” are just a few of the many kennings the skalds have
heaped upon him. Henceforth, Týr was known as “the one-handed god.”
Wolf Unbound. No bond can hold Fenrir except the magic
A fearsome wolf of gargantuan size and immense chain Gleipnir, forged by the Sons of Ivaldi from six
strength, Fenrir is one of three children born of the union impossible components. At the time of Ragnarök, however,
between Loki and the jötunn Angrboða. Together with his all bonds will be broken, and Fenrir will join with his
sister Hel, ruler of the dead, and brother Jörmungandr, the siblings in the vanguard as they march against the Æsir.
world-serpent, he is one of three figures that will lead the When this comes to pass, the Wolf of the Fens will face
enemies of the Æsir in battle at the Twilight of the Gods. Odin in battle, eventually swallowing the All-father. In
turn, Odin’s son Víðarr will slay Fenrir by tearing his huge
The Binding of Fenrir. Armed with foreknowledge of this jaws asunder.
destiny, the Æsir sought to bind Fenrir and so limit the
desolation he could bring about. Enlisting the help of the
dwarven smiths Brokkr and Eitri, the gods obtained an
unbreakable magical chain. Called Gleipnir, this chain was
19
FENRIR AS A MYTHIC ENCOUNTER Fighting Fenrir as a mythic encounter is equivalent to
taking on two CR 26 creatures in one encounter. Award a
Fenrir numbers among the most powerful creatures a party 180,000 XP for defeating Fenrir after it uses Twilight
group of adventurers might face. If you wish to make an of the Gods.
encounter with the Fenris Wolf truly legendary, Fenrir
might use its Twilight of the Gods mythic trait. When this
happens, it calls upon a reserve of strength just as it
appears to be vanquished and heralds the end of an age.
When this happens, Fenrir can choose one of its mythic
actions when it uses a legendary action.
Read or paraphrase the following text when Fenrir uses
its Twilight of the Gods trait:
20
Gargantuan monstrosity (titan), chaotic neutral Slam. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 24
(4d6 + 10) bludgeoning damage. If the target is a creature, it must
Armor Class 25 (Natural Armor) succeed on a DC 20 Strength saving throw or be knocked prone.
Hit Points 492 (24d20 + 240)
Speed 40 ft. Devour. Fenrir makes one bite attack against a Large or smaller creature
he is grappling. If the attack hits, the target takes the bite's damage, the
STR DEX CON INT WIS CHA target is swallowed, and the grapple ends. While swallowed, the creature
30 (+10) 17 (+3) 30 (+10) 11 (+0) 19 (+4) 21 (+5) is blinded and restrained, it has total cover against attacks and other
effects outside Fenrir, and it takes 56 (16d6) acid damage at the start of
Saving Throws STR +18, CON +18, WIS +12 each of Fenrir's turns.
Skills Athletics +26, Perception +12
Damage Resistances Cold, Lightning, Poison If Fenrir takes 60 damage or more on a single turn from a creature
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from inside it, Fenrir must succeed on a DC 25 Constitution saving throw at
the end of that turn or regurgitate all swallowed creatures, which fall
Nonmagical Attacks prone in a space within 10 feet of Fenrir. If Fenrir dies, a swallowed
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, creature is no longer restrained by it and can escape from the corpse by
using 30 feet of movement, exiting prone.
Poisoned
Senses Blindsight 120 ft., Passive Perception 22 Frightful Presence. Each creature of Fenrir's choice within 120 feet of it
Languages Common, Deep Speech, Dwarvish, Elvish, Giant, Sylvan and aware of it must succeed on a DC 17 Wisdom saving throw or
Challenge 26 (90,000 XP) become frightened for 1 minute. A creature can repeat the saving throw
at the end of each of its turns, with disadvantage if Fenrir is within line of
Legendary Resistance (3/Day). If Fenrir fails a saving throw, he can sight, ending the effect on itself on a success. If a creature's saving throw
choose to succeed instead. is successful or the effect ends for it, the creature is immune to Fenrir's
Frightful Presence for the next 24 hours.
Magic Resistance. Fenrir has advantage on saving throws against spells
and other magical effects. Howl (Recharge 5–6). Fenrir emits a bloodcurdling howl. Each creature
within 30 feet of Fenrir that can hear the howl must make a DC 24
Magic Weapons. Fenrir's attacks count as magical for the purpose of Constitution saving throw, taking 71 (13d10) thunder damage on a failed
overcoming resistance and immunity to nonmagical attacks and save, or half as much damage on a successful one.
damage.
Fenrir can take 3 legendary actions, choosing from the options below.
Siege Monster. Fenrir deals double damage to objects and structures. Only one legendary action option can be used at a time and only at the
end of another creature's turn. Fenrir regains spent legendary actions at
Twilight of the Gods (Mythic Trait; Recharges after a Short or Long the start of its turn.
Rest). When Fenrir is reduced to 0 hit points, he doesn’t die or fall
unconscious. Instead, he regains 300 hit points. In addition, flames burn Attack. Fenrir makes one bite attack or slam attack.
from his eyes and nostrils and his bite attacks do an additional 13 (2d12)
fire damage. Move. Fenrir moves up to half his speed.
Multiattack. Fenrir can use his Frightful Presence. He then makes three Leap (Costs 2 actions). Fenrir leaps a distance of up to half his speed
melee attacks. without provoking opportunity attacks. A creature that is in a space
where Fenrir lands is pushed to the closest adjacent space not
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 36 occupied by Fenrir. Fenrir then makes a slam attack against any
(4d12 + 10) piercing damage. If the target is a creature, it is grappled pushed creatures.
(escape DC 20). Until this grapple ends, the target is restrained, and
Fenrir can't bite another target. Snapping Jaws. Fenrir makes two bite attacks.
Shake Prey. Fenrir makes one bite attack against a Large or smaller Baying Ruin (Costs 3 actions). Fenrir emits a piercing howl. Each
creature he is grappling. If the attack hits, the target takes 42 (12d6) creature within 30 feet of Fenrir that can hear the howl must succeed
slashing damage and is thrown up to 60 feet in Fenrir's choice of on a DC 15 Constitution saving throw or drop to 0 hit points. On a
direction and knocked prone. If a thrown target strikes a solid surface, successful save, the creature is frightened until the end of its next turn.
the target takes 3 (1d6) bludgeoning damage for every 10 feet it was A creature that is immune to Fenrir's Frightful presence is not
thrown. If the target is thrown at another creature, that creature must frightened.
succeed on a DC 20 Dexterity saving throw or take the same damage and
be knocked prone.
21
FYLGJA
Fylgjur are totem or companion animals that reflect the
inner nature of a creature. A sly or sneaky individual might
have a rat, snake or fox fylgja, while a person with poor
self-control might see their bad temper reflected in the
form of a bear or wolf.
Fygljur mostly appear in prophetic dreams and visions,
foretelling the role their owners will play in the unfolding
of future events. Very rarely, however, important figures,
such as powerful leaders or great heroes, might be
encountered with a physical manifestation of their own
fyglja in their presence.
Bound Nature. The fox fylgja statblock applies the fylgja
template (see below) to the fox statblock from Icewind
Dale: Rime of the Frostmaiden, using a ljósálfr
seiðdróttinn as the companion soul.
Tiny celestial, unaligned
Armor Class 13
Hit Points 99 (18d8 + 18)
Speed 30 ft., burrow 5 ft.
STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (+0) 3 (-4) 12 (+1) 6 (-2)
Saving Throws as ljósálfr seiðdróttinn
Languages --
Challenge 0 (10 XP)
Keen Hearing and Smell. The fylgja has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Shared Soul. The fylgja is a manifestation of the ljósálfr
seiðdróttinn's soul. It shares certain traits with its owner:
• The fylgja and ljósálfr seiðdróttinn share the same pool
of hit points. Any damage or healing sustained by one is
also experienced by the other.
• The fylgja uses the ljósálfr seiðdróttinn's saving throw
modifiers.
• When either the fylgja or ljósálfr seiðdróttinn are
subject to the following conditions, both creatures
suffer the effect: charmed, frightened, incapacitated,
stunned. When one of the above conditions is ended for
either the fylgja or ljósálfr seiðdróttinn, the effect is
ended for both.
• While within 60 feet of each other, the fylgja and ljósálfr
seiðdróttinn have advantage on Wisdom (Perception)
checks and gain a +5 bonus to their passive Wisdom
(Perception) and passive Intelligence (Investigation)
scores.
• The fylgja disappears when the ljósálfr seiðdróttinn falls
below 0 hit points, reappearing only if the ljósálfr
seiðdróttinn is stabilized or healed.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
1 piercing damage.
22
FYLGJA TEMPLATE • While within 60 feet of each other, the fylgja and
its owner have advantage on Wisdom (Perception)
A fyjgla can take the form of any beast. When it manifests checks and gain a +5 bonus to their passive Wisdom
in physical form, it retains all the beast's statistics except (Perception) and passive Intelligence (Investigation)
as noted below. scores
Like a familiar, a fylgja acts independently, but it always A fylgja does not make death saves. When its shared pool
obeys the commands of its owner. In combat, it rolls its of hit points falls below 0, a fylgja disappears, reappearing
own initiative and acts on its own turn. A fylgja can attack only if its owner stabilizes. The fylgja of a creature that has
if it has the appropriate actions available, and can take been stabilized remains unconscious until its owner
other actions as normal, such as the help action. Sending regains consciousness.
fylgjur into combat can be a risky prospect, however, given
the direct link they have to their owner's health. Fygjur do not otherwise share the unconscious condition
with their owners, or vice versa. In fact, an individual’s
Type. The fylgja's type becomes celestial instead of personal fylgja may only appear when they are dreaming
beast. or in a similar state of altered perception, such as a volva’s
ritual to evoke visions or memories. Additionally, the
Hit Points. The fylgja and its owner share the same pool physical manifestation of a person’s fylgja may only exist
of hit points. Any damage or healing sustained by one is as long it takes to guide its owner toward a given goal.
also experienced by the other.
Despite some similarities, fylgjur are not familiars. They
Saving Throws. The fylgja uses the saving throw cannot speak or communicate telepathically, and they
modifiers of its owner. cannot deliver touch spells to targets for their owners.
New Special Trait: Shared Soul. The fylgja is a
manifestation of its owner's soul. It shares certain traits
with its owner.
• When either the fylgja or its owner are subject to
the following conditions, both creatures suffer the
effect: charmed, frightened, incapacitated, stunned.
When one of the above conditions is ended for either
the fylgja or its owner, the effect is ended for both.
23
GARMR
Those who die ignobly, with neither valor nor courage, do
not feast in the hall of the All-father. They dwell instead in
the cold depths of Helheimr, a region of Niflheimr named
for the daughter of Loki who is its queen and ruler. At the
coming of Ragnarök, the gates of Helheimr will open, and
the legions of the dead will spill forth, joining with the
Jötnar of Muspelheim to march against the Æsir and their
allies.
Until that day comes, the gates of Hel are guarded by a
monstrous, blood-drenched hound known as Garmr.
Howling Herald. Garmr will signal the arrival of
Ragnarök with a terrifying howl, a dark echo of
Gjallarhorn, the ancient horn Heimdallr will sound to
summon the Einherjar to battle. At this time, Garmr will be
freed from the chain that binds him to his endless watch.
Hound of War. Once loosed, Garmr will leave the cave of
Gnipahellir to join with the legions of the dead. He will
then meet the god Týr on the field of battle, and each shall
slay the other.
Huge monstrosity, lawful neutral
Armor Class 17
Hit Points 168 (16d12 + 64)
Speed 50 ft.
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 10 (+0) 16 (+3) 9 (-1)
Skills Athletics +8, Perception +11, Stealth +5
Damage Resistances Fire
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened, Stunned
Senses Truesight 30 ft., Passive Perception 21
Languages understands all languages but cannot speak
Challenge 11 (7,200 XP)
Aggressive. As a bonus action, Garmr can move up to its speed
toward a hostile creature that it can see.
Keen Hearing and Smell. Garmr has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. Garmr has advantage on an attack roll against a
creature if at least one of Garmr’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Vigilant. Garmr can’t be surprised, and it has advantage on saving
throws against being knocked unconscious.
Multiattack. Garmr makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
(3d6 + 4) piercing damage plus 14 (4d6) necrotic damage.
Warding Howl. Garmr howls magically. Every enemy within 300
feet of the Garmr that can hear it must succeed on a DC 16 Wisdom
saving throw or be frightened until the end of Garmr’s next turn or
until Garmr is incapacitated. A frightened target that starts its turn
within 30 feet of Garmr must use all its movement on that turn to
get as far from the Garmr as possible, must finish the move before
taking an action, and must take the most direct route, even if
hazards lie that way. A target that successfully saves is immune to
Garmr’s Warding Howl for the next 24 hours.
24
GULLINBURSTI
The golden boar Gullinbursti was fashioned by the Sons of
Ivaldi in answer to a challenge from Loki. Having acquired
Odin’s spear, Freyr’s ship and Sif’s hair from Brokkr and
Eitri, the Wolf’s-Father struck a wager with the two
dwarves. Hazarding his own head as stakes, Loki wagered
the brothers could craft no finer treasures than those he
had already obtained. In response, Brokkr heaved a boar’s
pelt into the forge and bade Eitri to work the bellows.
Despite the mischief-maker’s best efforts to disrupt the
dwarven smith’s work, Gullinbursti, a golden-maned boar
with gleaming bristles, came forth from the enchanted
forge. When the coals finally cooled, Loki only managed to
keep his head by reminding the Sons of Ivaldi they could
not take his head without also taking part of his neck–
which, fortunately for him, was not part of the deal...
Freyr’s Steed. Gullinbursti is an ideal mount crafted for a
god. Although obviously a construct, its behavior is in
most ways indistinguishable from that of a normal boar.
However, due to the ancient magic invested by Brokkr
during its creation, Gullinbursti can traverse land, air, or
water with speed equal to that of a riding horse.
Constructed Nature. Gullinbursti doesn’t require air,
food, drink, or sleep.
Large construct, unaligned Immutable Form. Gullinbursti is immune to any spell or effect that
would alter its form.
Armor Class 20 (Natural Armor)
Hit Points 210 (20d10 + 100) Light Intensity. Any creature that starts its turn within 10 feet of
Speed 60 ft., fly 60 ft. Gullinbursti and can see Gullinbursti must succeed on a DC 17 Wisdom
saving throw or be blinded until the start of the creature’s next turn.
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 2 (-4) 7 (-2) 5 (-3) A creature can avert its eyes to avoid the saving throw at the start of
its turn. If the creature does so, it can’t see Gullinbursti until the start of
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and its next turn, when it can avert its eyes again. If the creature looks at
Slashing from Nonmagical Attacks that aren't Adamantine Gullinbursti in the meantime, it must immediately make the save.
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Magic Resistance. Gullinbursti has advantage on saving throws against
Petrified, Poisoned spells and other magical effects.
Senses Passive Perception 8 Magic Weapons. Gullinbursti's attacks count as magical for the purpose
Languages Understands the languages of its rider and creator but can't of overcoming resistance and immunity to nonmagical attacks and
damage.
speak
Challenge 12 (8,400 XP) Relentless (Recharges after a Short or Long Rest). If Gullinbursti takes
10 damage or less that would reduce it to 0 hit points, it is reduced to 1
Charge. If Gullinbursti moves at least 20 feet straight toward a target hit point instead.
and then hits it with a tusk attack on the same turn, the target takes an
extra 10 (3d6) slashing damage. If the target is a creature, it must Water-Runner. Gullinbursti can move across water as if it were solid
succeed on a DC 16 Strength saving throw or be knocked prone. ground.
Illumination. Gullinbursti magically sheds bright light in a 30-foot radius Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 +
and dim light for an additional 30 feet. This light goes out when 4) slashing damage.
Gullinbursti is destroyed.
25
HÁBRÓK
Creatures that fall beneath Hábrók’s shadow have precious
little time to marvel at the bird’s astonishing size, as a
rending doom nearly always follows in the fatal clutches of
its giant talons.
High Pants. Attested as first among all hawks by none
other than All-father himself, Hábrók’s name means
“high pants”—a nickname conferred upon the beast by
the Æsir due to its long legs and deadly reach.
Deadly Companion. Though aggressive and wild by
nature, Hábrók’s size allows for the possibility that the
great hawk could serve as unique mount for a hero or one
of the Æsir, if properly incented by a handler of sufficient
skill.
Huge beast, unaligned
Armor Class 15 (Natural Armor)
Hit Points 184 (16d12 + 80)
Speed 20 ft., fly 120 ft.
STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1)
Saving Throws DEX +5, CON +10, WIS +5
Skills Perception +5
Senses Passive Perception 15
Languages --
Challenge 14 (11,500 XP)
Flyby. Hábrók doesn’t provoke opportunity attacks when it flies
out of an enemy’s reach.
Keen Sight. Hábrók has advantage on Wisdom (Perception)
checks that rely on sight.
Multiattack. Hábrók makes two attacks: one with its beak and
one with its talons.
Beak. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 23 (4d6 + 9) slashing damage, and the target is grappled
(escape DC 19). Until this grapple ends, the target is restrained,
and Hábrók can't use its talons on another target.
Hábrók can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
only at the end of another creature’s turn. Hábrók regains spent
legendary actions at the start of its turn.
Peck. Hábrók makes one beak attack.
Move. Hábrók moves up to its speed.
Swoop (Costs 2 Actions). Habrok moves up to its speed and
attacks with its talons.
26
HAFGUFA AND LYNGBAKR
When grizzled longship captains share cups in the
meadhalls of remote coastal communities, the tales of
their encounters at sea rival those of the skalds. There are
two names, however, that when spoken aloud, are
guaranteed to silence their boasting and tall tales.
These names belong to the creatures known as Hafgufa
and Lyngbakr, two sea monsters of immense size—so big,
in fact, that they lure their prey by mimicking entire
islands.
HAFGUFA
Attested as the mother of sea monsters, Hafgufa is a vast,
fish-shaped creature that dwells in the uncharted depths
at the edge of the world. Her name means “sea steam” and
old sailors say she sates her great appetite by consuming
whole ships, their crews, and every form of life which
dwells beneath the waves.
When Hafgufa hunts, she rests in shallow waters with
her nose and head just above the surface. Because of her
great size, they are easily mistaken for huge rocks by the
unsuspecting ships that wander too close.
LYNGBAKR
A colossal whale with rock-like skin, Lyngbakr’s name
means “heather back”—a reference to the creature’s most
common tactic for luring unlucky sailors to their doom.
When partially submerged, Lyngbakr looks exactly like a
natural island covered in flowers. Explorers who make
landfall, however, quickly discover their fatal error when
the monstrous whale plunges into the depths, devouring
the drowned corpses at its leisure.
Gargantuan monstrosity (titan), unaligned Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24
(3d10 + 8) piercing damage.
Armor Class 18 (Natural Armor) Tail Smash. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit:
Hit Points 385 (22d20 + 154) 17 (2d8 + 8) bludgeoning damage.
Speed 0 ft., swim 60 ft. Steam Breath (Recharge 5-6). Hafgufa exhales a 60- foot cone of
scalding steam. Each creature in that area must succeed on a DC 22
STR DEX CON INT WIS CHA Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or
27 (+8) 12 (+1) 25 (+7) 2 (-4) 14 (+2) 7 (-2) half as much damage on a successful one.
Saving Throws STR +15, CON +14 Hafgufa can take 3 legendary actions, choosing from the options below.
Skills Athletics +15, Perception +9 Only one legendary action option can be used at a time and only at the
Condition Immunities Frightened end of another creature’s turn. Hafgufa regains spent legendary actions
Senses darkvision 120 ft., Passive Perception 19 at the start of its turn.
Languages --
Challenge 22 (41,000 XP) Detect. Hafgufa makes a Wisdom (Perception) check.
Move. Hafgufa moves up to her speed.
Amphibious. Hafgufa can breathe air and water. Feed (Costs 3 Actions). Hafgufa sucks the water within a 40 foot cone
Legendary Resistance (3/Day). If Hafgufa fails a saving throw, she can toward her. Each creature of Large size or smaller in that area must
choose to succeed instead. make a DC 22 Strength saving throw or be pulled 40 feet toward
Hafgufa. Hafgufa then makes a bite attack against each creature
Siege Monster. Hafgufa deals double damage to objects and structures. within range.
Multiattack. Hafgufa makes one attack with her bite and one attack
with her tail smash.
27
Gargantuan monstrosity (titan), unaligned Siege Monster. Lyngbakr deals double damage to objects and structures
(included in Water-Displacing Movement).
Armor Class 21 (Natural Armor)
Hit Points 553 (27d20 + 270) Multiattack. Lyngbakr makes two attacks: one with its bite and one
Speed 0 ft., swim 60 ft. with its slam.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 32
STR DEX CON INT WIS CHA (5d8 + 10) piercing damage.
30 (+10) 10 (+0) 30 (+10) 3 (-4) 21 (+2) 7 (-2) Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit:
21 (2d10 + 10) bludgeoning damage.
Saving Throws STR +17, CON +17, WIS +12 Water-Displacing Movement. As a bonus action after moving at least
Skills Perception +16 10 feet in the water, Lyngbakr can send a wave through the water in
Damage Immunities Bludgeoning, Piercing, and Slashing from a 120-foot-radius circle centered on itself. That area becomes
difficult terrain until the end of Lyngbakr's next turn. Each creature
Nonmagical Attacks in that area that is concentrating must succeed on a DC 25
Condition Immunities Frightened, Poisoned, Prone, Stunned Constitution saving throw or the creature’s concentration is broken.
Senses Blindsight 120 ft., Passive Perception 26
Languages -- The wave deals 100 bludgeoning damage to all structures in contact
Challenge 23 (50,000 XP) with the water in the area, including ships. If a creature is near a
structure that is destroyed or collapses, the creature might be struck by
Echolocation. Lyngbakr can't use its blindsight while deafened. debris; a creature within half the distance of the structure’s height must
make a DC 25 Dexterity saving throw. On a failed save, the creature takes
False Appearance. While Lyngbakr remains motionless, it is 17 (5d6) bludgeoning damage. On a successful save, the creature takes
indistinguishable from an ordinary island. half as much damage.
Freedom of Movement. Lyngbakr ignores difficult terrain, and magical Lyngbakr can take 3 legendary actions, choosing from the options
effects can't reduce its speed or cause it to be restrained. It can spend 5 below. Only one legendary action option can be used at a time and only
feet of movement to escape from nonmagical restraints or being at the end of another creature’s turn. Lyngbakr regains spent legendary
grappled. actions at the start of its turn.
Slam (Costs 2 Actions). Lyngbakr makes one slam attack.
Hold Breath. Lyngbakr can hold its breath for 3 days. Move. Lyngbakr moves up to its speed.
Keen Hearing. Lyngbakr has advantage on Wisdom (Perception) checks
that rely on hearing.
Legendary Resistance (3/Day). If Lyngbakr fails a saving throw, it can
choose to succeed instead.
Massive. Lyngbakr can carry up to 20,000 pounds of weight atop its
back, but moves at half speed if the weight exceeds 10,000 pounds.
28
Medium celestial, neutral good
Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
Skills Acrobatics +5, Athletics +6, Perception +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and
Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned, Restrained
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life and those of the creature
it protects
Challenge 5 (1,800 XP)
Ethereal Sight. The hamingja can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The hamingja can move through other
creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
Invisibility. The hamingja is invisible.
HAMINGJA Multiattack. The hamingja makes two spirittblade attacks.
Hamingjar embody the good fortune and success that is Etherealness. The hamingja enters the Ethereal Plane from the
attached to a individual or family, appearing in the form of Material Plane, or vice versa. It is visible on the Material Plane
a feminine guardian spirit. while it is in the Border Ethereal, and vice versa, yet it can't affect
or be affected by anything on the other plane.
Ancestral Protectors. Individuals with particularly strong
destinies might independently manifest their own Spiritblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
hamingja, but more often they are passed down through Hit: 7 (1d8 + 3) slashing damage plus 11 (2d10) force damage.
generations from one soul to another. A hamingja might
accompany an adventurer as a warding presence, the Turn Fate (1/day). When an ally the hamingja can see within 30
enduring sign of a loving family guiding the next feet of it rolls a d20 for an attack roll, an ability check, or a saving
generation's path from beyond. Alternatively, the throw, the hamingja can use its reaction to let the ally reroll the
enduring hamingja of a legendary hero might become die. The ally must use the new roll.
attached to a rising champion that follows in their path
and pursues the same goals. HAMINGJAR AND PC’S
Unseen Guardian. A hamingja is ephemeral and naturally Hamingjar make great narrative tools in campaigns where
invisible. A creature might hear and feel a hamingja in family lineage or historical events are important themes. They
passing, but the celestial remains invisible even if it makes can be used to show the influence of the past on the present
an attack. Very rarely, a hamingja might appear as the or the playing out of grand destinies over time.
projection of an unconscious person's spirit or become
apparent through the use of magic that allows someone to They can also be used as a device to recall beloved NPC's
see the invisible. In these instances, the hamingja appears (or even Player Characters) that have fallen, but whose
as the vague outline of a feminine form. presence is still felt, watching over the party's ongoing
adventures.
Celestial Nature. A hamingja requires no air, food, drink,
or sleep.
29
HULDER
The deep woods are old, eldritch places where light dances
with primeval mist and shadows play across thick blankets
of emerald moss. The hidden places in these forests are
inhabited by captivating spirits who serve as keepers. The
traveler who enters a hulder’s domain might well win its
aid with a show of respect—but those who succumb to its
charms risk becoming the spirit’s permanent servant.
When a hulder reveals herself, she appears as a
strikingly beautiful, fey-like woman. She will carefully
position herself, though, so as to conceal her long cow’s
tail, lest her true nature be discovered. It is also said that a
hulder may be known by contriving the means to view her
back, which is hollow like a rotted-out tree.
Seductive Wardens. Hulders excel at enticing lustful
humanoids with the promise of pleasure, then keeping
them indefinitely as mates and servants. Such encounters
often prove fatal, with the hapless victim eventually
drained of life or soul. Other tales suggest, however, that a
hulder can become human, should a mortal freely pledge
their love in good faith and fulfill that promise.
Further, a hulder is not by nature without kindness.
Those who keep their secrets or set aside hearth offerings
often prosper or receive magical favors from the spirit.
Woodland Magic. Hulders can speak with plants and
animals. They can become unseen at will, luring
interlopers away from their domains or into traps while
relying on their enchantments for defense. They also know
a handful of useful spells.
Medium fey, neutral Telepathic Bond. The hulder ignores the range restriction on its
telepathy when communicating with a creature it has charmed. The two
Armor Class 16 don't even need to be on the same plane of existence.
Hit Points 66 (12d8 + 12)
Speed 30 ft., swim 30 ft. Fey Charm. The hulder targets one humanoid or beast it can see within
30 feet of it. If the target can see the hulder, it must succeed on a DC 17
STR DEX CON INT WIS CHA Wisdom saving throw or be magically charmed. The charmed creature
8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) regards the hulder as a trusted friend to be heeded and protected.
Although the target isn't under the hulder's control, it takes the hulder's
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 requests or actions in the most favorable way it can.
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from
Each time the hulder or its allies do anything harmful to the target, it
Nonmagical Attacks can repeat the saving throw, ending the effect on itself on a success.
Senses Darkvision 60 ft., Passive Perception 15 Otherwise, the effect lasts 24 hours or until the hulder dies, is on a
Languages Common, Sylvan, Telepathy 60 ft. different plane of existence from the target, or ends the effect as a bonus
Challenge 4 (1,100 XP) action. If a target's saving throw is successful, the target is immune to
the hulder's Fey Charm for the next 24 hours.
Amphibious. The hulder can breathe air and water.
The holder can have no more than one humanoid and up to three
Innate Spellcasting. The hulder’s innate spellcasting ability is beasts charmed at a time.
Charisma (spell save DC 15). The hulder can innately cast the following
spells, requiring no material components: Draining Kiss. The hulder kisses a creature charmed by it or a willing
creature. The target must make a DC 15 Constitution saving throw
At will: druidcraft, thorn whip against this magic, taking 32 (5d10 + 5) psychic damage on a failed
3/day each: dispel magic, entangle, goodberry, plant growth, spike save, or half as much damage on a successful one. The target's hit
point maximum is reduced by an amount equal to the damage
growth taken. This reduction lasts until the target finishes a long rest. The
1/day each: grasping vine, wall of thorns target dies if this effect reduces its hit point maximum to 0.
Magic Resistance. The hulder has advantage on saving throws Invisible Passage. The hulder magically turns invisible until it
against spells and other magical effects. attacks or casts a spell, or until its concentration ends (as if
concentrating on a spell). While invisible, it leaves no physical
Speak with Beasts and Plants. The hulder can communicate with beasts evidence of its passage, so it can be tracked only by magic. Any
and plants as if they and the hulder shared a language. equipment it wears or carries is invisible with it.
30
JÖRMUNGANDR
When Ragnarök comes, the seas will heave and swell with
the violent thrashing of the World-Serpent, a creature so
enormous it encircles the entire world. On that day,
Jörmungandr will release his tail from his mouth and join
his siblings on the plain of Vigrid for the final battle, filling
the seas and sky with venom while his brother, Fenrir,
covers the land in fire.
Jörmungandr is attested as a poisonous sea serpent of
titanic proportions. When he acts with hostile intent, the
effect is cataclysmic, displacing entire oceans and
sundering land masses. Even a chance encounter with the
World-Serpent’s indifference leaves utter disaster in its
wake, wiping whole settlements from the map and
redefining the shape of the known world.
Bound Serpent. As with his monstrous brother and sister,
the Æsir sought to safely contain Jörmungandr’s
destructive potential. The gods could not alter the fate of
the second child of Loki any more than their own,
however, and Jörmungandr grew to his vast size after
being hurled into the sea by the All-father.
Thunder’s Foe. The skalds attest to multiple contests of
strength between Thor and Jörmungandr. Their lifelong
rivalry will end at Ragnarök, however, when the Thunder
God and World-Serpent face each other in battle. Thor will
finally slay Jörmungandr in that fight but will himself fall
to the monster’s venom after taking only nine steps.
31
JÖRMUNGANDR AS A MYTHIC ENCOUNTER Fighting Jörmungandr as a mythic encounter is equivalent
to taking on two CR 26 creatures in one encounter. Award a
Jörmungandr numbers among the most powerful creatures party 180,000 XP for defeating Jörmungandr after it uses
a group of adventurers might face. If you wish to make an Venom Sacs.
encounter with the World-Serpent truly legendary,
Jörmungandr might use its Sacs of Venom mythic trait.
When this happens, it calls upon a reserve of strength just
as it appears to be vanquished. After its venom sacs are
exposed, Jörmungandr can choose one of its mythic
actions when it uses a legendary action.
Read or paraphrase the following text when
Jörmungandr uses its Venom Sacs trait:
Gargantuan dragon (titan), neutral Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one creature. Hit: 23
(3d8 + 10) piercing damage, and the target must make a DC 21
Armor Class 22 (Natural Armor) Constitution saving throw, taking 32 (5d12) poison damage on a failed
Hit Points 409 (21d20 + 189) save, or half as much damage on a successful one.
Speed 30 ft., swim 80 ft.
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20
STR DEX CON INT WIS CHA (3d6 + 10) bludgeoning damage and 6 (1d12) poison damage.
30 (+10) 11 (+0) 29 (+9) 11 (+0) 22 (+6) 10 (+0)
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 23 (3d8
Saving Throws STR +18, CON +17, WIS +14 + 10) bludgeoning damage, and if the target is a creature, it is knocked
Damage Resistances Cold, Fire, Lightning, Thunder prone.
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from
Devour. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23
Nonmagical Attacks (2d12 + 10) piercing damage and 6 (1d12) poison damage. If the target is
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, a Large or smaller creature grappled by Jörmungandr, that creature is
swallowed, and the grapple ends. While swallowed, the creature is
Restrained blinded and restrained, it has total cover against attacks and other
Senses Blindsight 120 ft., Passive Perception 16 effects outside Jörmungandr, and it takes 42 (12d6) poison damage at
Languages -- the start of each of Jörmungandr's turns. If Jörmungandr takes 50
Challenge 26 (90,000 XP) damage or more on a single turn from a creature inside it, Jörmungandr
must succeed on a DC 25 Constitution saving throw at the end of that
Venom Sacs (Mythic Trait; Recharges after a Short or Long Rest). When turn or regurgitate all swallowed creatures, which fall prone in a space
Jörmungandr is reduced to 0 hit points, it doesn’t die or fall unconscious. within 10 feet of Jörmungandr. If Jörmungandr dies, a swallowed
Instead, the damage creates cracks in its hide, revealing its venom sacs. creature is no longer restrained by it and can escape from the corpse by
Jörmungandr has four sacs: two on its chest, one on its back, and one at using 15 feet of movement, exiting prone.
the base of its tail. A venom sac has an AC of 22 and 100 hit points. It is
immune to bludgeoning, piercing, and slashing damage from Poison Breath (Recharge 5–6). Jörmungandr exhales poisonous gas in a
nonmagical attacks, and it is immune to all conditions. If it is forced to 90-foot line. Each creature in that line must make a DC 22 Constitution
make a saving throw, treat its ability scores as 10 (+0). If two venom sacs saving throw, taking 77 (22d6) poison damage on a failed save, or half as
are destroyed, Jörmungandr's poison breath attack is reduced to 38 much damage on a successful one.
(11d6). If Jörmungandr finishes a short or long rest, its hide heals, any
destroyed sacs regenerate, its poison breath attack is restored to full Jörmungandr can take 3 legendary actions, choosing from the options
damage, and the sacs are covered again. Jörmungandr dies when all below. Only one legendary action option can be used at a time and only
venom sacs are destroyed. at the end of another creature’s turn. Jörmungandr regains spent
legendary actions at the start of its turn.
Legendary Resistance (3/Day). If Jörmungandr fails a saving throw, it
can choose to succeed instead. Move. Jörmungandr moves up to half its speed.
Magic Weapons. Jörmungandr's attacks count as magical for the Tail. Jörmungandr makes one tail attack.
purpose of overcoming resistance and immunity to nonmagical attacks
and damage. Bite (Costs 3 Actions). Jörmungandr makes one bite attack.
Siege Monster. Jörmungandr deals double damage to objects and If Jormangandr’s mythic trait is active, it can use the options below
structures. as legendary actions for 1 hour after using Venom Sacs.
Spell-Resistant Hide. Jörmungandr has advantage on saving throws Rampage. Jörmungandr makes two attacks: one with its tail and one
against spells, and any creature that makes a spell attack against with its slam.
Jörmungandr has disadvantage on the attack roll.
Poison Cloud (Costs 2 Actions). Each creature within 10 feet of
Multiattack. Jörmungandr makes three attacks: one with its slam, one Jörmungandr must make a DC 25 Constitution saving throw, taking 13
with its tail, and one with its bite. (3d8) poison damage on a failed save, or half as much damage on a
successful one. Until the start of its next turn, Jörmungandr and its
venom sacs are lightly obscured.
32
JÖTNAR
Over many years, the word "jötunn" has commonly been
glossed in translation as "giant" by many writers. While
many jötnar were indeed of towering height, it is broadly
misleading to think of them collectively in this way. Some
were attested similarly to humanoids, fabled for their
beauty and even intermarrying with the Æsir to become as
gods themselves. Others were wildly monstrous in form,
described as bestial—or possessing horrific features like
multiple heads.
The race of jötnar can more accurately be understood as
primordial creatures that came into being during the
yawning darkness of Ginungagap. They are distinct from
other divine figures, like the Æsir and the Vanir, in that
they embody the primeval chaos of Creation that will
eventually be unleashed to overthrow the gods. Thus, the
cosmic role of the jötnar is to drive the eternal cycle of
destruction and rebirth as civilization is consumed and
remade again.
As primeval forces of change and disruption, jötnar take
many forms and are associated with primal elemental
power. They are identified as neither virtuous nor
malevolent, tending instead toward the balance of
neutrality. Individual jötnar, however, vary widely in their
motivations and alliances.
ELDJÖTUNN
Eldjötnar are towering warriors that dwell in the fire
realm of Múspellsheimr. As such, they rise from the same
elemental heat that met and thawed the ice of Niflheimr in
the primordial void of Ginungagap. From these drippings,
Ymir, the father of all jötnar was born.
Surtr’s Soldiers. The eldjötnar comprise the legions of
Surtr and they will follow his flaming sword into battle at
the coming of Ragnarök. Bifröst, the bridge between
realms, will shatter as they ride across it and then all the
world will be engulfed in the flames of their advance.
HRIMTHURS (RIME-GIANT)
Sometimes glossed as "frost-giants," hrimthursar were
among the first jötnar, birthed from Ymir's sweat in the
primordial Rime of the Élivágar rivers at the dawn of time.
Beings of elemental cold, they are proper giants, dwarfing
humanoid races and rivaling even classical storm giants in
height.
Winter Warriors. Hrimthursar dwell in the outlands of
Jötunheimr, making their halls in the grim, primeval
forests and lofty mountains where the winters never cease.
Their rising at the Twilight of the Gods will similarly be
signaled by the spread of a harsh, unending winter that
will stifle all life on Miðgarðr.
33
HRIMTHURS AND ELDJÖTUNN
As noted above, the many variants of jötnar could fill an entire
dedicated bestiary on their own. For this reason, the
attestations and details of these diverse beings will be
explored further in Thieves' Cant Games' next installment of
the Grimnir's Lore series: The Book of Jötnar.
The hrimthurs and eldjötunn, giants of primordial ice and
fire that figure prominently in the events of Ragnarök, are
detailed here. Together, they represent two dichotomous
forces of elemental power necessary for both creation and
destruction. As the jötnar most recognizable from popular
fantasy, these beings will also likely have greater application
in the typical D&D campaign than other jötunn variants.
Huge giant, neutral
Armor Class 17 (Splint)
Hit Points 250 (20d12 + 120)
Speed 50 ft.
STR DEX CON INT WIS CHA
29 (+9) 9 (-1) 23 (+6) 9 (-1) 12 (+1) 14 (+2)
Saving Throws STR +14, CON +11, CHA +7
Skills Athletics +14, Perception +6
Damage Immunities Fire
Senses Passive Perception 16
Languages Common, Giant, Primordial
Challenge 13 (10,000 XP)
Eldritch Attacks.The eldjötunn’s weapon attacks are treated as
magical for the purpose of bypassing resistance and immunity to
nonmagical weapons.
Flaming Weapons. Any metal melee weapon the eldjötunn wields
deals an extra 7 (2d6) fire damage on a hit (included in the attack).
Flaming Body. A creature that touches the eldjötunn or hits it with
a melee attack while within 5 feet of it takes 11 (2d10) fire damage.
Nonmagical weapons that hit the eldjötunn are destroyed by fire
immediately after dealing damage to it.
Illumination. The eldjötunn sheds bright light in a 30-foot radius
and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the eldjötunn moves in
water, or for every gallon of water splashed on it, it takes 1 cold
damage.
Multiattack. The eldjötunn makes two melee weapon attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 28 (3d12 + 9) slashing damage, plus 7 (2d6) fire damage.
Molten Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
one target. Hit: 31 (4d10 + 9) bludgeoning damage, plus 7 (2d6) fire
damage. If the target is a creature or a flammable object, it ignites.
Until a creature takes an action to douse the fire, the target takes 5
(1d10) fire damage at the start of each of its turns.
Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:
13 (2d6 + 6) fire damage. If the target is a creature or a flammable
object, it ignites. Until a creature takes an action to douse the fire,
the target takes 5 (1d10) fire damage at the start of each of its
turns.
34
Huge giant, neutral Eldritch Attacks. The hrimthurs’ weapon attacks are treated as magical
for the purpose of bypassing resistance and immunity to nonmagical
Armor Class 16 (Patchwork Armor) weapons.
Hit Points 250 (20d12 + 120) Frost Aura. Any creature that starts its turn within 10 feet of the
Speed 50 ft. hrimthurs must succeed on a DC 17 Constitution saving throw or take 7
(2d6) cold damage and grant the hrimthurs advantage on attack rolls
STR DEX CON INT WIS CHA against it until the start of the creature’s next turn.
29 (+9) 9 (-1) 22 (+6) 9 (-1) 13 (+1) 12 (+1)
Multiattack. The hrimthurs makes two greataxe attacks.
Saving Throws STR +14, CON +11, WIS +6 Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
Skills Athletics +14, Perception +6, Survival +6 28 (3d12 + 9) slashing damage, plus 7 (2d6) cold damage.
Damage Immunities Cold Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit:
Senses Passive Perception 16 36 (5d10 + 9) bludgeoning damage.
Languages Common, Giant, Primordial Frost Breath (Recharge 5-6). The hrimthurs exhales a 15-foot cone of
Challenge 13 (10,000 XP) cold air. Each creature in that area must make a DC 17 Dexterity saving
throw, taking 42 (12d6) cold damage on a failed save, or half as much
Cold Weapons. Any metal melee weapon the hrimthurs wields deals damage on a successful one.
an extra 7 (2d6) cold damage on a hit (included in the attack).
35
LINDWYRM
Lindwyrms are cunning, serpent-like creatures of draconic
origin that stalk untamed forests, murky swamps and
lightless caves. Their scaled bodies are long and sinuous,
like that of a snake—though they travel over ground on
two or four legs.
The breath of a lindwyrm is deadly poison, but unlike its
proper dragon cousins, a lindwyrm cannot fly. They are
deceptively agile for their size, however, and many a
would-be worm-slayer has met their untimely end by
underestimating their tactics.
Dangerous Ground. Viciously territorial and deeply vain,
lindwyrms know their domains well and are adept at using
the landscape to their utmost advantage. In combat, they
delight in ambushing their prey and luring intruders into
clever traps of their own devising.
Huge dragon, neutral evil Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22
(3d10 + 6) piercing damage plus 11 (2d10 ) poison damage.
Armor Class 17 (Natural Armor)
Hit Points 168 (16d12 + 64) Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or
Speed 50 ft., climb 40 ft., swim 40 ft. smaller creature. Hit: 22 (3d10 + 6) bludgeoning damage. The target is
grappled (escape DC 16). Until this grapple ends, the creature is
STR DEX CON INT WIS CHA restrained, and the lindwyrm can't constrict another target.
23 (+6) 16 (+3) 18 (+4) 7 (-2) 14 (+2) 12 (+1)
Swallow. The lindwyrm makes one bite attack against a Medium or
Skills Perception +6, Stealth +7 smaller target it is grappling. If the attack hits, the target is also
Damage Immunities Poison swallowed and the grapple ends. While swallowed, the target is blinded
Condition Immunities Poisoned and restrained, it has total cover against attacks and other effects
Senses Darkvision 90 ft., Tremorsense 20 ft., Passive Perception 16 outside the lindwyrm, and it takes 21 (6d6) acid damage at the start of
Languages Common, Draconic each of the lindwyrm's turns. A lindwyrm can have only one creature
Challenge 11 (7,200 XP) swallowed at a time.
Surprise Attack. If the lindwyrm surprises a creature and hits it with If the lindwyrm takes 30 damage or more on a single turn from the
an attack during the first round of combat, the target takes an extra swallowed creature, the lindwyrm must succeed on a DC 14 Constitution
7 (2d6) damage from the attack. saving throw at the end of that turn or regurgitate the creature, which
falls prone in a space within 10 feet of the lindwyrm. If the lindwyrm dies,
Multiattack. The lindwyrm makes two attacks: one with its bite and one a swallowed creature is no longer restrained by it and can escape from
to constrict. the corpse by using 15 feet of movement, exiting prone.
Poison Breath (Recharge 5–6). The lindwyrm exhales venom in a 20-foot
cone. Each creature in that cone must make a DC 16 Dexterity saving
throw, taking 66 (12d10) poison damage on a failed save, or half as much
damage on a successful one.
36
FAFNIR
While most lindwyrms can assume no other form than that
of wingless snake-like dragon, Fafnir was not born a
serpent. Once a highly-reputed Dwarven berserker with
many deeds to his name, Fafnir was the pride of his
father's house. But when his father foolishly broke host
custom and ransomed the gods for gold, Fafnir was
overcome by an ancient curse that had been placed on the
treasure. Consumed by greed, he eventually murdered his
father, seizing the hoard for himself. Trusting no one, the
murderous son carried his ill-gotten gains far from
civilization into the dark of an ancient wood. Deep in the
shadows of a secret cave, Fafnir jealously guarded and
counted his gold as the years passed. Slowly, the curse
transformed him into the covetous monster he is today.
In his current form, Fafnir is an unusually swift and
strong lindwyrm with no desire but to protect his hoard
and grow it further if possible. He has nothing to gain by
retreat, and will take any measure necessary to secure his
treasure, fighting to the death if necessary.
FAFNIR AS A MYTHIC ENCOUNTER
Fafnir presents a serious threat to even high-level
characters, but you can increase the challenge by using the
Curse of Greed trait. When this happens, Fafnir regroups
from his wounds to make a last stand defending his hoard,
and then he can choose one of his mythic actions when he
uses a legendary action.
You might foreshadow Fafnir using his mythic trait by
describing the lindwyrm's savage defense of his gold or
targeting of characters who try to collect it. Read or
paraphrase the following text when Fafnir finally uses his
Curse of Greed trait:
Fighting Fafnir as a mythic encounter is equivalent to
taking on two CR 17 creatures in one encounter. Award a
party 36,000 XP for defeating Fafnir after he uses Curse of
Greed.
Lastly, defeating Fafnir still leaves the question of what
to do with the lindwyrm's cursed hoard. If the party claims
the spoils of their victory, you can choose to have the curse
pass to them, with each character gaining a new flaw to
roleplay: “I will do anything necessary to keep and protect
my gold.”
When a creature acts in a manner directly counter to this
flaw, they might sustain 5d10 psychic damage, similar to a
geas, but the exact nature of the curse and the means of
lifting it should be tailored to your own campaign as a new
adventure hook.
37
FAFNIR’S LAIR REGIONAL EFFECTS
Fafnir's lair is a deep cave in a primal forest of gnarled The region containing Fafnir’s lair is warped by the
trees and twisted thornbushes where he jealously guards lindwyrm’s magic, which creates one or more of the
his hoard of treasure, hidden away from the eyes of thieves following effects:
and would-be heroes.
• Thickets form labyrinthine passages within 1 mile
Cursed Gold. Although the location of Fafnir's cave of Fafnir's lair. The thickets act as 10-foot-high,
remains a mystery, skaldic legends tell of the vast, 10-foot-thick walls that block line of sight.
glittering mountain of gold upon which the lindwyrm Creatures can move through the thickets, with
sleeps. Covetous even of other creatures' envy, Fafnir every 1 foot a creature moves costing it 4 feet of
himself encourages these tales by walking among movement. A creature in the thickets must make a
humanoids in Dwarven form and luring treasure hunters DC 15 Dexterity saving throw once each round it’s
to their doom in the deadly wilds of the poison woods. in contact with the thickets or take 3 (1d6)
piercing damage from thorns.
LAIR ACTIONS Each 10-foot-cube of thickets has AC 5, 30 hit
points, resistance to bludgeoning and piercing
On initiative count 20 (losing initiative ties), Fafnir can damage, vulnerability to fire damage, and
take a lair action to cause one of the following effects. He immunity to psychic and thunder damage.
can’t use the same effect two rounds in a row:
• Within 1 mile of his lair, Fafnir leaves no physical
• The allure of Fafnir's cursed hoard becomes evidence of his passage unless he wishes to.
briefly overwhelming in a 20-foot-radius sphere Tracking him there is impossible except by
centered on a point Fafnir can see within 120 feet magical means. In addition, he ignores movement
of it. The sphere spreads around corners and lasts impediments and damage from plants in this area
until initiative count 20 on the next round. Each that are neither magical nor creatures, including
creature that starts its turn in the cloud must the thickets described above. The plants remove
succeed on a DC 19 Wisdom saving throw or spend themselves from the Fafnir’s path.
its turn within the sphere greedily shoveling gold
coins into its pockets and packs. A creature under • Small bodies of water within 1 mile of the lair
this effect can instead choose to take a different become poisonous. A creature that drinks the
action or move outside the sphere but takes 28 water must succeed on a DC 19 Constitution
(5d10) psychic damage and has disadvantage on saving throw or become poisoned for 8 hours. An
attack rolls and ability checks. affected creature can repeat the saving throw at
the end of each hour.
• A toxic cloud of Fafnir's poison wafts through the
lair near Fafnir. Each creature within 120 feet of If Fafnir dies, the poisonous water becomes clean and the
Fafnir must succeed on a DC 19 Constitution thickets remain, but within 1d10 days, they become
saving throw or take 5 (1d10) poison and treat all mundane plants and normal difficult terrain, losing their
other creatures as lightly obscured until the end thorns.
of their next turn.
38
Huge dragon, neutral evil it has total cover against attacks and other effects outside Fafnir, and it
takes 21 (6d6) acid damage at the start of each of Fafnir's turns. Fafnir
Armor Class 19 (Natural Armor) can have only one creature swallowed at a time.
Hit Points 253 (22d12 + 110)
Speed 50 ft., climb 40 ft., swim 40 ft. If Fafnir takes 30 damage or more on a single turn from the swallowed
creature, Fafnir must succeed on a DC 18 Constitution saving throw at
STR DEX CON INT WIS CHA the end of that turn or regurgitate the creature, which falls prone in a
25 (+7) 16 (+3) 21 (+5) 12 (+1) 14 (+2) 15 (+2) space within 10 feet of Fafnir. If Fafnir dies, a swallowed creature is no
longer restrained by him and can escape from the corpse by using 15
Saving Throws STR +13, DEX +9, CON +11 feet of movement, exiting prone.
Skills Perception +14, Stealth +15
Damage Immunities Poison Poison Breath (Recharge 5–6). Fafnir exhales venom in a 20-foot cone.
Condition Immunities Poisoned Each creature in that cone must make a DC 20 Dexterity saving throw,
Senses Darkvision 90 ft., Tremorsense 30 ft., Passive Perception 24 taking 66 (12d10) poison damage on a failed save, or half as much
Languages Common, Draconic, Dwarvish damage on a successful one.
Challenge 17 (18,000 XP)
Change Shape. Fafnir magically polymorphs into a dwarven warlord or
Curse of Greed (Mythic Trait; Recharges after a Short or Long back into his lindwyrm form. He reverts to its dwarven form if he dies.
Rest). If Fafnir is reduced to 0 hit points, he doesn’t die or fall Any equipment he is wearing or carrying is absorbed or borne by the new
unconscious Instead, he regains 170 hit points. In addition, Fafnir form (Fafnir's choice).
plunges himself into his hoard of treasure and emerges with a layer
of gold coins embedded in his scales, granting him 100 temporary In his dwarven form, Fafnir retains his alignment, hit points, Hit Dice,
hit points. ability to speak, proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as this action. His
Legendary Resistance (3/Day). If Fafnir fails a saving throw, he can statistics and capabilities are otherwise replaced by those of the new
choose to succeed instead. form, except any class features or legendary actions of that form.
Surprise Attack. If Fafnir surprises a creature and hits it with an Fafnir can take 3 legendary actions, choosing from the options below.
attack during the first round of combat, the target takes an extra 10 Only one legendary action option can be used at a time and only at the
(3d6) damage from the attack. end of another creature's turn. Fafnir regains spent legendary actions at
the start of its turn.
Multiattack. Fafnir makes three attacks: two with his bite and one to
constrict. Move. Fafnir moves up to his speed without provoking opportunity
attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23
(3d10 + 7) piercing damage plus 11 (2d10 ) poison damage. Detect. Fafnir makes a Wisdom (Perception) check.
Constrict. Melee Weapon Attack: +13 to hit, reach 5 ft., one Large or Bite Attack. Fafnir makes a bite attack.
smaller creature. Hit: 23 (3d10 + 7) bludgeoning damage. The target is
grappled (escape DC 18). Until this grapple ends, the creature is If Fafnir’s mythic trait is active, he can use the options below as
restrained, and Fafnir can't constrict another target. legendary actions for 1 hour after using Curse of Greed.
Swallow. Fafnir makes one bite attack against a Medium or smaller Snapping Jaws. Fafnir makes two attacks with its bite.
target he is grappling. If the attack hits, the target is also swallowed, and
the grapple ends. While swallowed, the target is blinded and restrained, Blinding Greed (Costs 2 actions). The gold embedded in Fafnir's scales
flashes brightly, compelling nearby creatures to stare at it. Each creature
within 5 feet of Fafnir must succeed on a DC 16 Constitution saving
throw or be blinded until the end of the creature's next turn.
39
MARA
Insidious and malevolent, a mara is a variety of hag also
known as a Night-Rider. This kenning refers to their habit
of invading the dreams of sleeping victims while crushing
the life from their bodies.
Although they mostly target the dreams of humanoids
and other sentient beings, a mara may also undertake
other acts of malice, such as riding animals to exhaustion
during the night, afflicting livestock, or assuming animal
form to infiltrate communities and cause discord within.
Mara-Dream. While a humanoid sleeps, a mara can
straddle the person ethereally and intrude upon its
dreams. Any creature with truesight can see the hag’s
spectral form straddling its prey. The ethereal hag fills her
victim’s head with doubts and fears, in the hope of wearing
down its will while growing its fear. The hag continues the
process until the victim finally expires in its sleep. If
thwarted, the mara returns each night until successful or
slain. The survivor of such an attack will discover bruises
on their body and other indications of crushing pressure
when they wake.
Solitary Skulkers. Unlike most other hags, maras do not
normally form covens. They make poor allies or servants,
even to their own kind, preferring instead to hoard the
power their dark magic grants them over helpless victims
all for themselves.
Medium fey, neutral evil 4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): enervation, scrying
Armor Class 17 (Natural Armor) 6th level (1 slot): eyebite
Hit Points 112 (15d8 + 45)
Speed 30 ft. Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
STR DEX CON INT WIS CHA Change Shape. The hag magically polymorphs into a Small or Medium
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) female humanoid, a large cat, or back into her true form. Her statistics
are the same in each form. Any equipment she is wearing or carrying
Skills Deception +6, Insight +5, Perception +5, Stealth +5 isn't transformed. She reverts to her true form if she dies.
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing Etherealness. The hag magically enters the Ethereal Plane from the
Material Plane, or vice versa.
from Nonmagical Attacks that aren't Silvered Ride Dream (1/Day). While on the Ethereal Plane, the hag magically sits
Condition Immunities Charmed on the chest of a sleeping humanoid on the Material Plane. A protection
Senses Darkvision 120 ft., Passive Perception 15 from evil and good spell cast on the target prevents this contact, as does
Languages Common, Primordial, Sylvan a magic circle. As long as the contact persists, the target has dreadful
Challenge 8 (3,900 XP) visions and feels a crushing weight on their chest. If these visions last for
at least 1 hour, the target gains no benefit from its rest, and becomes
Innate Spellcasting. The hag's innate spellcasting ability is Charisma grappled (Escape DC 17). Until this grapple ends, the creature is
(spell save DC 14, +6 to hit with spell attacks). She can innately cast the restrained and begins to suffocate until woken and freed from the
following spells, requiring no material components: grapple.
At will: detect magic, fire bolt Dream Eater. When an unconscious creature the hag can see within
30 feet of her regains consciousness, the hag can force the creature
2/day each: plane shift (self only), ray of enfeeblement, sleep to make a DC 15 Wisdom saving throw. Unless the save succeeds, the
creature takes 11 (2d10) psychic damage, and the hag regains hit
Magic Resistance. The hag has advantage on saving throws against points equal to the amount of damage taken. A creature that is
spells and other magical effects. regaining consciousness from the hag's Ride Dream is immune to
this effect.
Spellcasting. The hag is a 12th-level spellcaster. Her spellcasting ability
is Intelligence (spell save DC 14, +6 to hit with spell attacks. The hag has
the following wizard spells prepared:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, phantom steed
40
Medium humanoid (merfolk), neutral
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 10 ft., swim 40 ft
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 18 (+4) 10 (+0) 13 (+1)
MARFOLK Saving Throws DEX +4, INT +6, WIS +2
Skills Arcana +6, Perception +2
Like merfolk, a marmennill (feminine: margygr) is an Senses darkvision 60 ft., passive Perception 12
aquatic humanoid with the lower body of a fish. They live Languages Aquan, Common
in the cold reaches off the shores of northlands and are Challenge 1 (200 XP)
generally of hardier constitution than merfolk.
Amphibious. The marfolk can breathe air and water.
Legend also ascribes the gift of foresight to the people of
the sea, but experience has taught them distrust of Foresight. The marfolk can't be surprised and has advantage on
surface-dwellers, who often go to extreme lengths to take initiative rolls.
advantage of their prophetic ability. For this reason,
marfolk usually avoid contact with land-based Innate Spellcasting. The marfolk’s innate spellcasting ability is
settlements, living in close-knit and well-hidden tribal Intelligence (spell save DC 14). The marfolk can innately cast the
communities far from shore. following spells, requiring no material components:
Second Sight. A marmennill or margygr’s foresight can At will: true strike, guidance
take the form of sudden flashes of insight that help it avoid
danger or intuit solutions. Talented margygur who apply 3/day each: augury,* detect magic,* locate object*
themselves, however, might become accomplished
völvas—powerful seeresses providing guidance to their 1/day each: clairvoyance,* legend lore,* scrying,* true seeing*
communities for generations.
*Divination spell of 1st level or higher
Portent (Recharges after the marfolk Casts a Divination Spell of
1st Level or Higher). When the marfolk or a creature it can see
makes an attack roll, a saving throw, or an ability check, the
marfolk can roll a d20 and choose to use this roll in place of the
attack roll, saving throw, or ability check.
Coral Seax. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.
41
NÍÐHÖGGR
The nine realms of the Norse universe are all connected by
the branches of Yggdrasill, a vast ash tree that binds
together all existence. Among the twisting roots of the
world-tree, there lives a creature that dwells in endless
darkness, an immense dragon that gnaws on the tree’s
roots and feasts upon the corpses of the dead.
Níðhöggr is one of the most terrifying figures attested in
all skaldic lore. Extant texts evoke a massive beast of the
underworld, known as malice-striker, that devours the
undead remains of oath-breakers and other betrayers.
While associated with monsters that are classically
identified as serpents, Níðhöggr is simultaneously
depicted in a more traditionally draconic manner than
such creatures—notably in that it has wings and can fly.
Doom Bringer. Like other iconic creatures that appear in
the sagas, Níðhöggr is associated with certain cosmic
forces and has an important role to play in the Twilight of
the Gods. Malice-striker serves as standard-bearer for the
sweeping darkness, death, and corruption that will
overtake the world in the final days of Fimbulvetr.
Darkness Rising. When Ragnarök comes, the world-tree
will tear loose from its roots and Níðhöggr will fly forth
from its lair at Nastrond, bearing the legions of the dead
on its night-dark wings. They will join with the children of
Loki and jötnar in the last battle against the gods.
42
Gargantuan dragon, neutral
Armor Class 21 (Natural Armor) Multiattack. Níðhöggr can use its Frightful Presence. It then makes
Hit Points 331 (17d20 + 153) three attacks: one with its claw, one with its Gnashing Frenzy, and one
Speed 40 ft., climb 40 ft., fly 80 ft. with its maw.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23
STR DEX CON INT WIS CHA (3d8 + 10) piercing damage.
30 (+10) 10 (+0) 29 (+9) 15 (+2) 20 (+5) 17 (+3) Gnashing Frenzy. Melee Weapon Attack: +18 to hit, reach 10 ft., one
target. Hit: 38 (8d6 + 10) piercing damage.
Saving Throws DEX +8, CON +17, WIS +13 Maw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 29
Skills Perception +21 (3d12 + 10) piercing damage plus 19 (3d12) necrotic damage.
Damage Immunities Acid, Necrotic, Poison; Bludgeoning, Piercing, and Frightful Presence. Each creature of Níðhöggr's choice that is within
120 feet of Níðhöggr and aware of it must succeed on a DC 21 Wisdom
Slashing from Nonmagical Attacks saving throw or become frightened for 1 minute. A creature can repeat
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, the saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is successful or the effect
Restrained ends for it, the creature is immune to Níðhöggr's Frightful Presence for
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 31 the next 24 hours.
Languages Common, Draconic Necrotic Breath (Recharge 5–6). Níðhöggr exhales decay and
Challenge 26 (90,000 XP) corruption in a 90-foot cone. Each creature in that area must make a DC
24 Constitution saving throw, taking 91 (26d6) necrotic damage on a
Keen Smell. Níðhöggr has advantage on Wisdom (Perception) checks failed save, or half as much damage on a successful one.
that rely on smell.
Níðhöggr can take 3 legendary actions, choosing from the options
Disgorge Dead (Mythic Trait; Recharges after a Short or Long Rest). If below. Only one legendary action option can be used at a time and only
Níðhöggr is reduced to 0 hit points, it doesn’t die or fall unconscious. at the end of another creature's turn. Níðhöggr regains spent legendary
Instead, it regains 200 hit points and vomits the corpses of the slain it actions at the start of its turn.
has devoured; 5 (1d4 + 3) wights (without Sunlight Sensitivity) arise in
unoccupied spaces within 15 feet of Níðhöggr. The wights act right after Detect. Níðhöggr makes a Wisdom Perception check.
Níðhöggr on the same initiative count and fight until they’re destroyed.
They disappear when Níðhöggr is destroyed. In addition, Níðhöggr Claw Attack. Níðhöggr makes a claw attack.
regains 20 hit points at the start of its turn. If it takes radiant damage,
this trait doesn’t function at the start of its next turn. Níðhöggr dies only Maw (Costs 2 Actions). Níðhöggr makes a maw attack.
if it starts its turn with 0 hit points and doesn’t regenerate.
If Níðhöggr's mythic trait is active, it can use the options below as
Legendary Resistance (3/Day). If Níðhöggr fails a saving throw, it can legendary actions for 1 hour after using Disgorge Dead.
choose to succeed instead. Rake. Níðhöggr makes two attacks with its claws.
Disgorge (Costs 3 actions). Níðhöggr vomits 2 additional wights in the
Magic Weapons. Níðhöggr's attacks count as magical for the purpose of same manner as its mythic trait.
overcoming resistance and immunity to nonmagical attacks and
damage.
Siege Monster. Níðhöggr deals double damage to objects and
structures.
Spell-Resistant Hide. Níðhöggr has advantage on saving throws against
spells, and any creature that makes a spell attack against Níðhöggr has
disadvantage on the attack roll.
43
NÍÐHÖGGR'S LAIR NÍÐHÖGGR AS A MYTHIC ENCOUNTER
Níðhöggr makes its lair in a dread hall with north-facing Níðhöggr numbers among the most powerful creatures a
doors located on the darkened shores of Náströnd in the group of adventurers might face. If you wish to make an
underworld of Helheimr. There it feasts ravenously on the encounter with Malice-Striker truly legendary, Níðhöggr
corpses of those who died dishonorably until the coming of might use its Disgorge Dead mythic trait. When this
Ragnarök. happens, it calls upon a reserve of strength just as it
appears to be vanquished and summons more foes to the
Den of Serpents and Despair. The roof of Náströnd Hall battlefield. After these wights emerge, Níðhöggr can
drips with deadly venom, which is created by the choose one of its mythic actions when it uses a legendary
innumerable serpents that wind over its walls and action.
structure. Wading through wild streams, the ranks of the
envious and treacherous dead file ceaselessly toward the Read or paraphrase the following text when Níðhöggr
shadowy hall and the fate that awaits them there. uses its Disgorge Dead trait:
LAIR ACTIONS Fighting Níðhöggr as a mythic encounter is equivalent to
taking on two CR 26 creatures in one encounter. Award a
On initiative count 20 (losing initiative ties), Níðhöggr can party 180,000 XP for defeating Níðhöggr after it uses
take a lair action to cause one of the following effects. It Disgorge Dead.
can’t use the same effect two rounds in a row.
• Níðhöggr causes the snakes that inhabit its lair to
lunge from a point it can see within 150 feet of it.
Each creature within 20 feet of that point must
succeed on a DC 19 Constitution saving throw or
take 5 (2d4) piercing damage and become
poisoned until the end of its next turn.
• Níðhöggr causes the corpses in its lair to unleash
a horrid wailing in a 20-foot-radius sphere
centered on a point Níðhöggr can see within 120
feet of it which has unnerving effects on non-
undead creatures that hear it. Each creature
within 20 feet of that point must succeed on a DC
19 Wisdom saving throw or have disadvantage on
melee attack rolls, Strength checks, and Dexterity
checks until the end of its next turn. On a
successful save, a creature is immune to this
effect for 10 minutes.
REGIONAL EFFECTS
The region containing Níðhöggr's lair is warped by its
presence, which creates one or more of the following
effects:
• The land approaching the shore of Náströnd is
run with rivers and streams through which the
dead march. These rivers are difficult terrain.
• The groaning and wails of the marching dead
echo through the air and can be heard from 1
mile away.
• Creeping shadows cling to the ground within
500 feet of Níðhöggr's lair. The shadows
occasionally take eerie forms, such as grasping
claws and writhing serpents.
If Níðhöggr dies, the dead lose their supernatural
compulsion to march toward the hall of Náströnd. Other
regional effects end after 1d10 days.
44
NØKK Brook Horse. The nøkk can use its action to polymorph into a
riding horse or back into its true form. While in this form it retains
Nøkkar are mercurial, shapechanging spirits that inhabit its alignment, personality, and Intelligence, Wisdom, and
bodies of water. They are natural enchanters but vary Charisma scores, as well as its Amphibious trait. Any equipment it
widely in disposition and so may choose to use their power is wearing or carrying isn't transformed. It reverts to its true form if
for good or ill. it dies.
A nøkk’s humanoid form can be male, female, or A creature that touches the nøkk while it is in horse form must
without gender and can also shift throughout their succeed on a DC 16 Strength saving throw or become grappled
lifespan. They lack the modesty of other species and have (Escape DC 16). Until the grapple ends, the target is restrained and
no taboos regarding nudity, though a nøkk might present considered riding the nøkk as an uncontrolled mount. The nøkk
itself in dripping wet clothes that are otherwise can end this effect at will.
appropriate to the onlooker, should such an appearance
better suit its mood or purpose. Slam. Melee weapon attack: +0 to hit, reach 5 ft., one target. Hit:
1 bludgeoning damage.
A nøkk with wicked intent (or one that is forced to
defend itself) will take advantage of its natural Drowning Song. The nøkk chooses one humanoid it can see
environment, where it can become invisible at will. Using within 150 feet of it. If the target can hear the nøkk, the target
its various charms, the spirit will draw a target into the must succeed on a DC 14 Wisdom saving throw or be magically
water with itself. Once submerged, the nøkk will maintain charmed while the nøkk maintains concentration, up to 10
the enchantment as long as possible, weaving its hypnotic minutes (as if concentrating on a spell).
song until the target allows itself to drown.
The charmed target is incapacitated and instead of holding its
Singing Succor. A nøkk’s song is not only a weapon but breath underwater it tries to breathe normally, immediately
can have restorative power as well. Indeed, obtaining the running out of breath unless it can breathe water.
goodwill of such a spirit can mean the difference between
life and death for a traveler in need. Nøkkar have also been If the charmed target is more than 5 feet away from the nøkk,
known to raise the fortunes of an individual, provided the target must move on its turn toward the nøkk by the most
something of suitable value is offered in return. direct route, trying to get within 5 feet. It doesn’t avoid
opportunity attacks.
Fatal Steed. In conditions of heavy fog, some nøkkar may
venture from their domain in the form of a white horse. The effect ends if the target can no longer hear the nøkk. Before
Unwary souls who attempt to ride the polymorphed nøkk moving into damaging terrain, such as a campfire or a pit, and
will find themselves unable to dismount and driving hard whenever it takes damage from a source other than the nøkk or
toward a watery doom at the bottom of the nøkk’s lair. drowning, the target can repeat the saving throw. A charmed
target can also repeat the saving throw at the end of each of its
Medium fey, any alignment turns. If the saving throw is successful, the effect ends on it.
Armor Class 15 (Natural Armor) A target that successfully saves has advantage on saving throws
Hit Points 31 (7d8) against the nøkk's Drowning Song for 24 hours.
Speed 30 ft., swim 30 ft.
Sweet Song of Rest. Creatures of the nøkk's choice who can hear
STR DEX CON INT WIS CHA its performance during a long rest regain all spent Hit Dice and
10 (+0) 16 (+3) 11 (+0) 15 (+2) 13 (+1) 18 (+4) gain 10 temporary hit points.
Skills Deception +6, Performance +8, Persuasion +6
Damage Resistances Psychic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses passive Perception 11
Languages Common, Sylvan
Challenge 2 (450 XP)
Amphibious Music. The nøkk can breathe air and water. It can also
sing and be heard underwater.
Innate Spellcasting. The nøkk's spellcasting ability is Charisma
(spell save DC 14). It can innately cast the following spells,
requiring no material components:
At will: friends
3/day: calm emotions, charm person
1/day each: enthrall
Aquatic Invisibility. If immersed in water, the nøkk can make itself
invisible as a bonus action. It remains invisible until it leaves the
water, ends the invisibility as a bonus action, or dies.
45
FOSSEGRIM Bardic Inspiration (3/long or short rest). As a bonus action,
Fossegrim can give one chosen creature (other than him) a d6
Few nøkkar’s names are known to mortals—or if they are inspiration die. The chosen creature must be within 60 feet of
known, it is in the cautionary tales of grim villagers, with Fossegrim and able to hear him. Once within the next 10
monikers like “the fair maid of the river” and so forth. minutes, the creature can roll the die and add the number
Fossegrim is the exception. rolled to one ability check, attack roll, or saving throw it
makes. The creature can use the inspiration die after the roll is
A renowned skald and master musician, the tales of made but before the DM says whether it succeeds or fails. Once
Fossegrim’s virtuosity have spread far and wide. These the inspiration die is rolled, it is lost. A creature can have only
legends speak of a mirthful spirit that dwells in the fine one inspiration die at a time.
mist of a waterfall, whose mystic lays can compel the Slam. Melee weapon attack: +0 to hit, reach 5 ft., one target. Hit:
mighty to yield and the lame to dance. 1 bludgeoning damage.
Taunt (2/Day). Fossegrim can use a bonus action on his turn to
Hidden Teacher. Fossegrim is a wise spirit and may be target one creature within 30 feet of it. If the target can hear
inclined to share his knowledge, should a worthy student Fossegrim, the target must succeed on a DC 17 Charisma saving
present them self. This hope has led many a would-be throw or have disadvantage on ability checks, attack rolls, and
apprentice to leave home and hearth with the goal of saving throws until the start of Fossegrim’s next turn.
learning his secrets. It is said that the teachings of Drowning Song. Fossegrim chooses one humanoid he can see
Fossegrim will cause the fingers of his students to within 150 feet of him. If the target can hear Fossegrim, the target
bleed…though once learned, the resulting music can must succeed on a DC 17 Wisdom saving throw or be magically
command the very trees to attend and move in time. charmed while Fossegrim maintains concentration, up to 10
minutes (as if concentrating on a spell).
Medium fey, any alignment
The charmed target is incapacitated and instead of holding its
Armor Class 16 (Natural Armor) breath underwater it tries to breathe normally, immediately
Hit Points 66 (12d8 + 12) running out of breath unless it can breathe water.
Speed 30 ft., swim 30 ft.
If the charmed target is more than 5 feet away from Fossegrim,
STR DEX CON INT WIS CHA the target must move on its turn toward Fossegrim by the most
10 (+0) 18 (+4) 12 (+1) 15 (+2) 16 (+3) 21 (+5) direct route, trying to get within 5 feet. It doesn’t avoid
opportunity attacks.
Saving Throws WIS +6, CHA +8
Skills Insight +6, Perception +6, Performance +11, Persuasion +8 The effect ends if the target can no longer hear Fossegrim.
Damage Resistances Psychic Before moving into damaging terrain, such as a campfire or a pit,
Damage Immunities Poison and whenever it takes damage from a source other than Fossegrim
Condition Immunities Charmed, Frightened, Poisoned or drowning, the target can repeat the saving throw. A charmed
Senses passive Perception 16 target can also repeat the saving throw at the end of each of its
Languages Common, Dwarvish, Elvish, Giant, Sylvan turns. If the saving throw is successful, the effect ends on it.
Challenge 7 (2,900 XP)
A target that successfully saves has advantage on saving throws
Amphibious Music. Fossegrim can breathe air and water. He can against the Fossegrim’s Drowning Song for 24 hours.
also sing and be heard underwater. Sweet Song of Rest. Creatures of Fossegrim’s choice who can hear
his performance during a long rest regain all spent Hit Dice and
Innate Spellcasting. Fossegrim’s spellcasting ability is Charisma gain 10 temporary hit points.
(spell save DC 17). He can innately cast the following spells,
requiring no material components: 46
At will: friends, vicious mockery
3/day: calm emotions, charm person, suggestion
1/day each: enthrall, hideous laughter, otto’s irresistible dance
Aquatic Invisibility. If immersed in water, Fossegrim can make
himself invisible as a bonus action. It remains invisible until he
leaves the water, ends the invisibility as a bonus action, or dies.
Brook Horse. Fossegrim can use his action to polymorph into a
riding horse or back into his true form. While in this form he retains
his alignment, personality, and Intelligence, Wisdom, and
Charisma scores, as well as his Amphibious trait. Any equipment
he is wearing or carrying isn't transformed. He reverts to his true
form if he dies.
A creature that touches Fossegrim while he is in horse form
must succeed on a DC 16 Strength saving throw or become
grappled (Escape DC 16). Until the grapple ends, the target is
restrained and considered riding Fossegrim as an uncontrolled
mount. Fossegrim can end this effect at will.
VALKYRIE
Warriors who die well in battle are honored by the Æsir.
Half of these join Freya on the shining field of Fólkvangr,
where they are honored and made part of her revered host.
The other half are borne to Valhalla by female riders that
serve the All-father directly. Those fallen warriors become
the Einherjar and the shieldmaidens that choose them
from among the slain are called valkyrjar.
Peerless Warrioresses. A valkyrie’s existence is in all ways
oriented around the practice of war. As such, they are
consummate shieldmaidens, given names that often evoke
the crush of battle, such as “helm-crasher,” “tumult,”
and “victory-rune.” When they appear, they are usually
clad in mail and mounted on warhorses that can traverse
the very sky.
Odin’s Handmaidens. Although not born of the mortal
realm, valkyrjar often serve as an extension of the All-
father’s will in Miðgarðr. Those tasked with this duty may
interact a great deal with mortals and some forge
meaningful relationships over time. The outcome of more
than one battle has been decided because such a valkyrie
chose to enter the fray alongside individuals that earned
their respect or exhibited great valor.
There are even attestations of love-relationships
existing between valkyrjar and certain heroes, occasionally
resulting in marriage or children.
SANNGRIÐR, VALKYRIE PARAGON
As with any warrior host, the valkyrjar include among their
numbers certain champions that are true exemplars of
their warrior creed. These paragons vary as widely in
personality and goals as humanoids do, but all can readily
point to a long list of deeds proving a history of glory in
battle. They can usually be found fighting in the vanguard
or leading other valkyrjar into battle against Odin’s
enemies.
Sanngriðr is one such paragon. As one might expect of a
warrior whose name means “vehemence,” she is known
for a ferocity in battle that borders on zealotry. The
unrelenting scorn with which she regards her enemies is
such, in fact, that many of Sanngriðr’s fellow
shieldmaidens would call it cruelty—if they ever found
themselves on the wrong end of her war spear. As it
stands, however, most valkyrjar are just grateful Sanngriðr
is on their side.
47
Medium celestial, lawful neutral equipment it is wearing or carrying. While mounted and not
incapacitated, the valkyrie can’t be surprised, and both it and its mount
Armor Class 20 (Natural, Shield) have advantage on Dexterity saving throws. If the valkyrie is reduced to 0
Hit Points 161 (17d8 + 85) hit points while riding its mount, the mount is reduced to 0 hit points as
Speed 30 ft. well.
STR DEX CON INT WIS CHA Multiattack. The valkyrie makes two attacks with its radiant spear.
20 (+5) 16 (+3) 20 (+5) 15 (+2) 21 (+5) 19 (+4) Radiant Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) radiant damage.
Saving Throws STR +9, CON +9, WIS +9, CHA +8 Choose the Slain. The valkyrie targets a humanoid within 10 feet of it
Skills Athletics +9, History +6, Insight +9, Perception +9 that has been dead for no longer than 1 minute and died bravely. The
Damage Immunities Radiant target's spirit rises as an Einherji warrior in the space of its corpse or in
Condition Immunities Charmed, Exhaustion, Frightened the nearest unoccupied space. The Einherji is friendly to the valkyrie and
Senses Truesight 120 ft., Passive Perception 19 follows its verbal commands (no action required). The valkyrie can have
Languages Common no more than seven Einherjar under its command at one time.
Challenge 12 (8,400 XP)
The valkyrie can take 3 legendary actions, choosing from the options
Indomitable (2/Day). If the valkyrie fails a saving throw, it can choose to below. Only one legendary action option can be used at a time and only
succeed instead. at the end of another creature’s turn. The valkyrie regains spent
legendary actions at the start of its turn.
Innate Spellcasting. The valkyrie’s spellcasting ability is Wisdom (spell Attack. The valkyrie makes a radiant spear attack or casts guiding bolt.
save DC 17, +9 to hit with spell attacks). The valkyrie can innately cast Command Ally. The valkyrie targets one ally it can see within 30 feet of
the following spells, requiring no material components:
it. If the target can see and hear the valkyrie, the target can make one
At will: command, guiding bolt, spare the dying weapon attack as a reaction and gains advantage on the attack roll.
Coordinated Assault (Costs 2 Actions). The valkyrie makes a radiant
1/day each: crusader’s mantle spear attack, and then its mount can use its reaction to make a melee
weapon attack.
Magic Resistance. The valkyrie has advantage on saving throws against
spells and other magical effects.
Mount. If the valkyrie isn’t mounted, it can use a bonus action to
magically teleport onto the pegasus serving as its mount, provided the
valkyrie and its mount are on the same plane of existence. When it
teleports, the valkyrie appears astride the mount, along with any
48
Medium celestial, lawful neutral
Armor Class 22 (Natural, Shield)
Hit Points 210 (20d8 + 120)
Speed 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 23 (+6) 15 (+2) 22 (+6) 19 (+4)
Saving Throws STR +13, CON +13, WIS +13, CHA +11
Skills Athletics +13, History +9, Insight +13, Perception +13
Damage Immunities Radiant
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., Passive Perception 23
Languages Common
Challenge 21 (33,000 XP)
Indomitable (3/Day). If Sanngriðr fails a saving throw, she can
choose to succeed instead.
Innate Spellcasting. Sanngriðr’s spellcasting ability is Wisdom
(spell save DC 21, +13 to hit with spell attacks). Sanngriðr can
innately cast the following spells, requiring no material
components:
At will: command, guiding bolt, spare the dying
1/day each: aura of life, compelled duel, crusader’s mantle, spirit
guardians
Magic Resistance. Sanngriðr has advantage on saving throws
against spells and other magical effects.
Mount. If Sanngriðr isn’t mounted, she can use a bonus action to
magically teleport onto the pegasus serving as her mount,
provided Sanngriðr and her mount are on the same plane of
existence. When she teleports, Sanngriðr appears astride the
mount, along with any equipment she is wearing or carrying. While
mounted and not incapacitated, Sanngriðr can’t be surprised, and
both she and her mount have advantage on Dexterity saving
throws. If Sanngriðr is reduced to 0 hit points while riding her
mount, the mount is reduced to 0 hit points as well.
Multiattack. Sanngriðr makes two attacks with her radiant spear. Sanngriðr can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Radiant Spear. Melee Weapon Attack: +13 to hit, reach 10 ft., one only at the end of another creature’s turn. Sanngriðr regains spent
target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) radiant legendary actions at the start of her turn.
damage.
Attack. Sanngriðr makes a radiant spear attack or casts guiding
Choose the Slain. Sanngriðr targets a humanoid within 10 feet of bolt.
her that has been dead for no longer than 1 minute and died
bravely. The target's spirit rises as an Einherji warrior in the space Command Ally. Sanngriðr targets one ally she can see within 30
of its corpse or in the nearest unoccupied space. The Einherji is feet of her. If the target can see and hear Sanngriðr, the target
friendly to Sanngriðr and follows her verbal commands (no action can make one weapon attack as a reaction and gains advantage
required). Sanngriðr can have no more than seven Einherjar under on the attack roll.
her command at one time.
Coordinated Assault (Costs 2 Actions). Sanngriðr makes a
49 radiant spear attack, and then her mount can use its reaction to
make a melee weapon attack.