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The Book of Monstrous Kennings (hi-res)

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Published by ahtensfield7, 2021-10-01 01:42:57

The Book of Monstrous Kennings

The Book of Monstrous Kennings (hi-res)

VALRAVN

In every culture, there is a story of a creature that
embodies some of the most deeply buried fears lurking in
their collective unconscious—a monster composed of pure
malice and insidious darkness. For Norse peoples, this role
is filled by a shapeshifting terror known as the valravn.

A valravn is a fallen hjalmar, a helmed warrior that can
assume humanoid, raven, or half-bestial form. They are
deadly fighters with blade and shield, augmenting their
martial prowess with eldritch magic.

Raven of the Slain. Norse skalds, who generally avoided
binary depictions of good and evil, described the origins of
a valravn as a gruesome ritual beginning with the death of
a royal individual or an innocent. Should a raven be
permitted to feast on the corpse or heartsblood of such a
person, a valravn could emerge, shedding its animal shape.
For this reason, when a king or queen falls in battle, their
corpse must always be recovered and given proper burial
rites, lest it fall prey to battlefield scavengers and create an
unthinkable horror.

Shapeshifting Villains. A valravn retains the wisdom of
the being from which it spawned, as well as that of any
creature whose heart it devours. They can pass for human
and will take advantage of this fact to manipulate their
victims, often striking predatory bargains with individuals
in need to further their dark aims.

Legendary Evil. A valravn is a tough foe that can serve as
a longterm antagonist to a party of adventurers. For less
formidable encounters, you can adjust its difficulty by
ignoring or reducing the number of their legendary
actions.

VALRAVNS AS MYTHIC ENCOUNTERS

A legendary valravn presents a serious threat to even high-
level characters, but you can increase the challenge by
using the Death of Many Forms trait. When this happens,
the valravn casts off each of its forms in succession to shed
its wounds, and then it can choose one of its mythic
actions when it uses a legendary action.

Read or paraphrase the following text when the valravn
finally uses its Death of Many Forms trait:

Fighting a valravn as a mythic encounter is equivalent to
taking on two CR 17 creatures in one encounter. Award a
party 36,000 XP for defeating the valravn after it uses
Death of Many Forms.

50

Medium monstrosity, neutral evil 4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic)
Armor Class 20 (Plate, Shield)
Hit Points 180 (19d8 + 95) Multiattack. The valravn makes three melee attacks.
Speed 30 ft., fly 50 ft. in raven and raven hybrid forms Beak (Raven or Raven Hybrid Form Only). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 9 (2d8) necrotic
STR DEX CON INT WIS CHA damage in raven form, or 4 (1d4 + 2) piercing damage, plus 18 (4d8)
20 (+5) 14 (+2) 20 (+5) 15 (+2) 16 (+3) 18 (+4) necrotic damage in hybrid form.
Bite (Wolf Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5
Saving Throws DEX +8, WIS +9, CHA +10 ft., one target. Hit: 10 (1d8 + 6) piercing damage, plus 18 (4d8) necrotic
Skills Deception +10, Perception +9 damage.
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Claws (Wolf Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5
ft., one creature. Hit: 11 (2d4 + 6) slashing damage plus 18 (4d8) necrotic
Slashing from Nonmagical Attacks that aren't Silvered damage.
Condition Immunities Exhaustion, Frightened, Poisoned Longsword (Humanoid or Hybrid Forms Only). Melee Weapon Attack:
Senses Darkvision 120 ft., Passive Perception 19 +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11
Languages the languages its progenitor knew in life (1d10 + 6) slashing damage if used with two hands, plus 18 (4d8) necrotic
Challenge 17 (18,000 XP) damage.

Shapechanger. The valravn can use its action to polymorph into a raven, Parry. The valravn adds 6 to its AC against one melee attack that would
a raven-humanoid hybrid or into a wolf-humanoid hybrid, or back into hit it. To do so, the valravn must see the attacker and be wielding a
its humanoid form. Its statistics, other than its size, are the same in each melee weapon.
form. Any equipment it is wearing or carrying is absorbed or borne by
the new form (the valravn's choice). The valravn can take 2 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and only
Death of Many Forms (Mythic Trait; Recharges after a Short or Long at the end of another creature’s turn. The valravn regains spent
Rest). When a valravn is reduced to 0 hit points, it doesn’t die or fall legendary actions at the start of its turn.
unconscious. Instead, the damage forces it to change into a different Move. The valravn moves up to its speed.
form using its shapechanger trait and it regains 100 hit points. It cannot Weapon Attack. The valravn makes a weapon attack.
use its normal raven form or a form that has previously been reduced to Swarm (Costs 2 Actions). The valravn causes two swarms of ravens (see
0 hit points. Each subsequent form has 100 hit points and the valravn
must assume a new form each time it is reduced to 0 hit points. When it the Monster Manual) to appear in unoccupied spaces within 5 feet of
has no forms left, the valravn becomes a normal raven. If the valravn it. The swarms are allied to the valravn and act in its defense.
finishes a short or long rest and is not in normal raven form, it heals and
any lost forms are restored. The valravn dies when all of its forms are If the valravn’s mythic trait is active, it can use the options below as
killed. legendary actions for 1 hour after using Death of Many Forms.
Bloodlet. The valravn makes two weapon attacks.
Magic Resistance. The valravn has advantage on saving throws against Word of Dark Seiðr (Costs 2 Actions). The valravn speaks forbidden
spells and other magical effects.
magic. Each creature within 10 feet of the valravn loses concentration
Mimicry. The valravn can mimic simple sounds it has heard, such as a on any active spell it has cast and must succeed on a DC 21
person whispering, a baby crying, or an animal chittering. A creature that Constitution saving throw, or take 26 (4d12) necrotic damage.
hears the sounds can tell they are imitations with a successful DC 15
Wisdom (Insight) check.

Spellcasting. The valravn is a 19th-level spellcaster. Its spellcasting
ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has
the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite

2nd level (3 slots): hold person, magic weapon

3rd level (3 slots): dispel magic, elemental weapon

51

VARGR

Vargar are wolves of immense size, known for their
viciousness and raw strength. Bred in the iron-wood of
Járnviðr by a monstrous jötnar woman, a vargr possesses
greater cunning than most beasts, but is driven by an
insatiable hunger and thirst for violence.

THE HARRIERS: HATI AND SKÖLL

The vargr Hati’s name means “hating-one,” and his
cruelty is matched only by that of his brother, Sköll, whose
name means “mocking-one.” Sired by Fenrir, these vargar
exist in a state of unending pursuit. Hati chases the Moon
relentlessly through the night sky as Sköll hounds the Sun
throughout the day without reprieve.

Like their father, the fate of both Hati and Sköll is
inexorably tied to Ragnarök, and the Harriers each have a
particular role in the Twilight of the Gods. Both will finally
end their long hunts, catching and devouring their prey,
casting the world into final darkness.

52

Huge monstrosity, unaligned Huge monstrosity, unaligned

Armor Class 16 (Natural Armor) Armor Class 17 (Natural Armor)
Hit Points 94 (9d12 + 36) Hit Points 161 (14d12 + 70)
Speed 45 ft. Speed 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 19 (+4) 8 (-1) 14 (+2) 8 (-1) 24 (+7) 15 (+2) 21 (+5) 11 (+0) 16 (+3) 9 (-1)

Saving Throws STR +9, CON +7 Saving Throws STR +12, CON +10, WIS +8
Skills Perception +8, Stealth +5 Skills Athletics +12, Perception +13, Stealth +7
Condition Immunities Frightened Condition Immunities Frightened
Senses Passive Perception 18 Senses Passive Perception 23
Languages Common, Dwarvish, Elvish (can understand but not Languages Common, Dwarvish, Elvish (can understand but not

speak) speak)
Challenge 7 (2,900 XP) Challenge 13 (10,000 XP)

Keen Hearing and Smell. The vargr has advantage on Wisdom Keen Hearing and Smell. The harrier has advantage on
(Perception) checks that rely on hearing or smell. Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The vargr has advantage on attack rolls against a Pack Tactics. The harrier has advantage on attack rolls against a
creature if at least one of the vargr’s allies is within 5 feet of the creature if at least one of the harrier’s allies is within 5 feet of the
creature and the ally isn’t incapacitated. creature and the ally isn’t incapacitated.

Multiattack. The vargr makes two melee attacks. Multiattack. The harrier makes two melee attacks.

Rending Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one Rending Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 6) piercing damage. If the target is a target. Hit: 18 (2d10 + 7) piercing damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw or be creature, it must succeed on a DC 18 Strength saving throw or be
knocked prone. If the target is already prone, the vargr can make knocked prone. If the target is already prone, the harrier can make
one bite attack against it as a bonus action. one bite attack against it as a bonus action.

Ravening Feast. The vargr feasts on the corpse of one enemy Ravening Feast. The harrier feasts on the corpse of one enemy
within 5 feet of it that died within the past minute, gaining 10 within 5 feet of it that died within the past minute, gaining 10
temporary hit points for the next 10 minutes. Each creature of the temporary hit points for the next 10 minutes. Each creature of the
vargr’s choice that is within 60 feet of it and able to see it must harrier’s choice that is within 60 feet of it and able to see it must
succeed on a DC 15 Wisdom saving throw or be frightened of it for succeed on a DC 16 Wisdom saving throw or be frightened of it for
1 minute. A creature can repeat the saving throw at the end of 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it, the creature’s saving throw is successful or the effect ends for it, the
creature is immune to the vargr’s Ravening Feast for the next 24 creature is immune to the harrier’s Ravening Feast for the next 24
hours. hours.

53

VÖRÐR

A vörðr is a kind of guardian spirit that watches over a soul
through all the days of their life. They are incorporeal
beings but can manifest certain minor effects in the
physical world, appearing, very rarely, as a spark of light
or humanoid shape.

Lingering Bond. Some varðir manage to endure beyond
the death of their ward soul, perhaps afflicting an
individual tied to the loss or lingering in a place of
personal significance. A bereft vörðr might respond kindly
toward those willing to avenge their fallen companion or
complete an unfinished task on their behalf.

With the DM’s permission, a person who casts the find
familiar spell can choose to conjure a vörðr instead of the
listed options.

Tiny celestial, neutral good

Armor Class 11
Hit Points 5 (2d4)
Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 10 (+0) 13 (+1) 14 (+2) 11 (+0)

Damage Resistances Acid, Cold, Fire, Lightning, Necrotic,
Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical
Attacks

Damage Immunities Poisoned
Condition Immunities Exhaustion, Grappled, Paralyzed,

Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 120 ft., Passive Perception 12
Languages Understands all languages but can't speak them
Challenge 1/4 (50 XP)

Ephemeral. The Vörðr can't wear or carry anything.

Innate Spellcasting. The Vörðr's innate spellcasting ability is
Wisdom (spell save DC 12). It can innately cast the following
spells, requiring no components:

At will: dancing lights, druidcraft

Incorporeal Movement. The Vörðr 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.

Limited Telepathy. The Vörðr can magically communicate
simple ideas, emotions, and images telepathically with any
creature within 100 feet of it that can understand a language.

Variable Illumination. The Vörðr sheds bright light in a 5- to
20-foot radius and dim light for an additional number of feet
equal to the chosen radius. The Vörðr can alter the radius as a
bonus action.

Familiar. The Vörðr can serve another creature as a familiar,
forming a magic, telepathic bond with that willing companion.
While the two are bonded, the companion can sense what the
Vörðr senses as long as they are within 1 mile of each other. At
any time and for any reason, the Vörðr can end its service as a
familiar, ending the telepathic bond.

Superior Invisibility. The Vörðr and its light magically become
invisible until its concentration ends (as if concentrating on a
spell).

54

CHAPTER 2:
PLAYER OPTIONS

ÁLFR (VARIANT ELF)

"Many places are there, and glorious. That which is called
Álfheimr is one, where dwell the peoples called Light-Elves;
but the Dark-Elves dwell down in the earth, and they are
unlike in appearance, but by far more unlike in nature.”

—Snorri Sturlson, Gylfaginning of the Prose Edda
Translated by Arthur Gilchrist Brodeur

Álfar are the archetypical elves of Norse mythology. As
such, they share some traits with the classical D&D elf,
which is to some extent derived from the Tolkien elf. As
noted in Chapter 1, however, the skalds imagined the álfar
as beings possessing certain traits that are more
commonly ascribed to celestials or dwarves in traditional
fantasy depictions.

To create elven player characters that are more closely-
aligned with Norse themes, use the below variant features
in place of the standard elven race and subraces found in
the Player’s Handbook.

THE LIGHT AND THE DARK

Though a clear dichotomy exists between the ljósálfar and
dökkálfar, it is a difference in culture and primordial
nature, not moral disposition. They can both more
accurately be thought of as keepers of ancient knowledge
and magical lore, bound to the world but not entirely of it
in the same manner as traditional D&D elves.

MAGICAL CRAFTERS

Of what value is ancient knowledge if you never put it to
good use?

The álfar are dedicated artisans, renowned throughout
the nine realms for stunning feats of architecture and
magical craftwork. These achievements instill a deep sense
of family pride in many álfr houses that other folk may
find arrogant or off-putting. Álfar tend to see this as a
different form of the same competitive streak that other
races express in feats of strength or lyrical virtuosity,
however, and their best artisans generally stand ready to
answer any challenge impugning their skill.

55

56

HALL AND HERITAGE LJÓSÁLFR

Though their realms and creations are wonderous in As a ljósálfr, you possess a disciplined mind, well-adapted
nature, the attestations of the álfar suggest their society is to the pursuit of higher knowledge and arcane power. As a
structured much like that of humans. Their leaders rule being closely tied to primordial light, you can call upon the
from large halls, which are multipurpose buildings serving radiant energy within your soul, dispelling darkness at
both as home and as gathering place. Those who build will.
halls use them to maintain the support of their retainers by
hearing their petitions and rewarding loyalty with feasting Dwelling in vast halls of near-celestial beauty, the
and gifts. ljósálfar are somewhat more removed from the mundane
affairs of the world than their dökkálfar kin. The light elves
ÁLFR NAMES regard host-obligation as an inviolable bond, however,
and the gleaming walls of their homes are built for more
Álfr names typically have meanings that express traits than just the pursuit of mystic wisdom. When Ragnarök
which are valued in their culture, or which are associated comes, it is the ljósálfar who will provide shelter to the
with images of light or darkness. Álfar do not normally souls of the dead through the destruction of the world.
have surnames, relying instead on nicknames. They also They see themselves as stewards and guardians,
use patronymics and metronymics (“son of..” or preserving the past for the world reborn.
“daughter of…”).
Ljósálfar can be of any complexion, but their features
Male Names: Alviss, Bláinn, Durinn, Fáinn, Finnr, Gloni, have an otherworldly aspect and their skin has shining,
Hanarr almost luminous quality.

Female Names: Astrid, Dvala, Liv, Revna, Runa, Solveig, Brighter than the Sun. You know the light cantrip. Once
Thyra, Tove you reach 3rd level, you can cast the daylight spell once
with this trait as a 3rd-level spell, centered on yourself.
ÁLFR TRAITS When you cast daylight using this feature, you become
heavily obscured for the duration, and you must complete
Your álfr character has a variety of natural abilities, the a long rest before you can do so again. Charisma is your
result of thousands of years of álfr tradition. spellcasting ability for these spells.

Ability Score Increase. Your Dexterity increases by 2. Ability Score Increase. Your Charisma score increases by
Age. Since the lifespan of álfar is not directly addressed 2.
in any extant Norse text, we have no reason to believe they
live any longer than humans. But given their association DÖKKÁLFR
with ancient knowledge and otherworldly realms, it can be
thematically useful to treat them like traditional elves in As a dökkálfr, you possess the same fey lineage as your
this regard. If this is the Dungeon Master’s preference, ljósálfar kin but come from a hardier people that are well-
álfar reach physical maturity at about the same age as acquainted with physical labor and passionate revelry. You
humans. However, the álfar understanding of adulthood were born of primordial darkness and can call upon its
goes beyond physical growth to encompass worldly essence to shroud you within its shadowy folds.
experience. An álfr typically claims adulthood around the
age of 100 and can live to be 750 years old. Born of kingdoms far beneath the surface of Álfheimr,
Alignment. Álfar see themselves as existing outside the dökkálfar society is rooted in the ways of the forge and the
eternal struggle and have only an indirect role attested in deep magic of the earth. Their cavern-like halls are hewn
Ragnarök. For this reason, they tend toward neutrality and directly from the rock itself but are no less magnificent
can seem somewhat aloof by the standards of other races. than the shining structures of their surface-dwelling kin.
Though their creations serve both the Æsir and jötnar, they The dark elves place great value on lineage, but also
value honor, respecting skill over concepts of virtue or personal achievement. A dökkálfr can typically recite the
villainy. names of their entire bloodline for several generations, as
Size. Álfar range from under 5 to over 6 feet tall and have well as their most noteworthy individual creations. They
varying builds according to their training. Your size is see themselves as the inheritors of a great legacy, eager to
Medium. build upon that foundation.
Speed. Your base walking speed is 30 feet.
Darkvision. A ljósálfr’s vision transcends normal light Dökkálfar have skin the color of charcoal or pitch, which
while a dökkálfr’s is accustomed to underground caverns. seems to absorb the light rather than reflect it.
You have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were Ability Score Increase. Your Strength score increases by
bright light, and in darkness as if it were dim light. You 2, your Constitution score increases by 2, or both your
can’t discern color in darkness, only shades of gray. Strength and Constitution increase by 1 (your choice).
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws Superior Darkvision. Your darkvision has a radius of 120
against being charmed, and magic can’t put you to sleep. feet.
Languages. You can speak, read, and write Common,
Elvish and Undercommon. Sunlight Sensitivity. You have disadvantage on attack
Subrace. Two subraces of álfar exist in the nine realms: rolls and on Wisdom (Perception) checks that rely on sight
ljósálfar and dökkálfar. Choose one of these subraces. when you, the target of your attack, or whatever you are
trying to perceive is in direct sunlight.
57
Dökkálfr Magic. You know the mending cantrip. When
you reach 3rd level, you can cast the identify spell once with
this trait and regain the ability to do so when you finish a
long rest. When you reach 5th level, you can cast the
darkness spell once with this trait and regain the ability to
do so when you finish a long rest. Charisma is your
spellcasting ability for these spells.

CHAPTER 3:
MAGIC ITEMS

LEGENDARY MAGIC

Hromund then loosed the sword and rested it on his knee, and

said: "Tell me now, how many men did you defeat in duels

with Mistiltein."

"Four hundred and twenty," said the drow, "and I never

received a graze…”

.—Unknown Skald, Hrómundar saga Gripssonar

Translated by Gavin Chappell

This section presents magic items that are associated with
the monsters in Chapter 1. They may become important in
encounters involving these foes.

GLEIPNIR

Wondrous Item, artifact

Gleipnir is a fine-linked chain of exquisite craftsmanship.
Wrought at the behest of Odin as an unbreakable binding
by the dwarven smiths Brokkr and Eitri, Gleipnir is
invested with powerful magic, but appears and feels as
light as a silk ribbon.

You can use an action to place this chain on a willing or
incapacitated creature. The chain adjusts to fit a creature of
any size. A creature that is bound with Gleipnir is
restrained. In addition, the chain prevents the creature
from using any method of extradimensional movement,
including teleportation or travel to a different plane of
existence. The chain doesn't prevent the creature from
passing through an interdimensional portal.

You and any creature you designate when you use the
chain can use an action to remove it. Once every 30 days,
the bound creature can make a DC 50 Strength (Athletics)
check. On a success, the creature breaks free and destroys
the chain.

When the day of Ragnarök arrives, a creature bound with
Gleipnir can make a DC 5 Strength (Athletics) check. On a
success, the creature breaks free and destroys the chain.

58

MISTILTEINN

Weapon (longsword), artifact (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon. In addition, the weapon ignores
resistance to slashing damage.

When you attack a creature with this weapon and roll a
20 on the attack roll, that target takes an extra 14 slashing
damage. Then roll another d20. If you roll a 20, you cut off
one of the creature's heads. The creature dies if it can't
survive without the lost head. A creature is immune to this
effect if it is immune to slashing damage, doesn't have or
need a head, has legendary actions, or the DM decides that
the creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.

In addition, the weapon has the following properties:
Ruiner. When you attack an object with this magic sword
and hit, maximize your weapon damage dice against the
target.
Obsessive Vigilance. This magic weapon warns you of
danger. While the weapon is on your person, you have
advantage on initiative rolls. In addition, you can’t be
surprised, except when incapacitated by something other
than nonmagical sleep. The weapon magically awakens
you if you are sleeping naturally when combat begins.
Flaw. Mistilteinn makes its wielder proud and boastful.
While attuned to the weapon, you gain the following flaw:
“I brag about my exploits and I refuse to back down from
challenges.”
Sentience. Mistilteinn is a sentient, lawful neutral
weapon with an Intelligence of 6, a Wisdom of 15, and a
Charisma of 10. It can see and hear out to 120 feet and has
darkvision. It communicates by transmitting emotions to
its wielder, although on rare occasions it uses a limited
form of telepathy to bring to the wielder’s mind a few lines
of ancient skaldic poetry.
Personality. Mistilteinn is grim, suspicious, and greedy.
It desires above all to serve a warrior of great renown,
recognized as both wealthy and powerful. It disdains
cowards but is not above its wielder resorting to treachery
or sorcery to maintain its position—and silently urges its
owner to do anything necessary to achieve that end.
Proficiency with a longsword allows you to add your
proficiency bonus to the attack roll for any attack you
make with Mistilteinn.

59

APPENDIX:
MONSTER LISTS

STAT BLOCKS BY TYPE

BEASTS

Hábrók

CELESTIALS

Einherji Hero
Einherji Warrior
Fox Fylgja of Ljósálfr Seiðdróttinn
Hamingja
Sanngriðr, Valkyrie Paragon
Valkyrie
Valravn

CONSTRUCTS

Gullinbursti

DRAGONS

Jörmungandr
Fafnir, Eldtritch Lindwyrm
Lindwyrm
Níðhöggr

FEY

Hulder
Mara (Night-Rider)
Nøkk
Fossegrim

GIANTS

Eldjötunn
Hrimthurs (Rime-Giant)

HUMANOIDS

Dökkálfr Dreng
Dökkálfr Hirdwarrior
Dökkálfr Huskarl
Dökkálfr Jarl
Ljósálfr Dreng
Ljósálfr Huskarl
Ljósálfr Seiðdróttinn
Ljósálfr Thegn
Marfolk

MONSTROSITIES

Brunnmigi
Fenrir
Garmr
Hafgufa
Lyngbakr
Vargr
Vargr Harrier (Hati and Sköll)
Vörðr

UNDEAD

Draugr
Gjengangr
Haugbui
Thráin (Draugr-Lord)

60

STAT BLOCKS BY CR CHALLENGE 17 (18,000 XP)

CHALLENGE 0 (10 XP) Fafnir, Eldtritch Lindwyrm
Valravn
Fox Fylgja of Ljósálfr Seiðdróttinn
CHALLENGE 21 (33,000 XP)
CHALLENGE 1/4 (50 XP)
Sanngriðr, Valkyrie Paragon
Vörðr Thráin (Draugr-Lord)

CHALLENGE 1 (200 XP) CHALLENGE 22 (41,000 XP)

Marfolk Hafgufa

CHALLENGE 2 (450 XP) CHALLENGE 23 (50,000 XP)

Nøkk Lyngbakr

CHALLENGE 3 (700 XP) CHALLENGE 26 (90,000 XP)

Dökkálfr Dreng Fenrir
Einherji Warrior Jörmungandr
Ljósálfr Dreng Níðhöggr

CHALLENGE 4 (1,100 XP)

Gjengangr
Hulder

CHALLENGE 5 (1,800 XP)

Dökkálfr Hirdwarrior
Hamingja
Haugbui

CHALLENGE 6 (2,300 XP)

Ljósálfr Thegn

CHALLENGE 7 (2,900 XP)

Brunnmigi
Fossegrim
Vargr

CHALLENGE 8 (3,900 XP)

Einherji Hero
Mara (Night-Rider)

CHALLENGE 9 (5,000 XP)

Dökkálfr Húskarl
Draugr
Ljósálfr Húskarl

CHALLENGE 11 (7,200 XP)

Garmr
Lindwyrm

CHALLENGE 12 (8,400 XP)

Dökkálfr Jarl
Ljósálfr Seiðdróttinn
Gullinbursti
Valkyrie

CHALLENGE 13 (10,000 XP)

Eldjötunn
Hrimthurs (Rime-Giant)
Vargr Harrier (Hati and Sköll)

CHALLENGE 14 (11,500 XP)

Hábrók

61

CREATURES BY ENVIRONMENT HILL CREATURES Challenge (XP)
3 (700 XP)
ARCTIC CREATURES Creatures 5 (1,800 XP)
Einherji Warrior 7 (2,900 XP)
Creatures Challenge (XP) Haugbui 7 (2,900 XP)
Vargr 7 (2,900 XP) Brunnmigi 8 (3,900 XP)
Hrimthurs (Rime-Giant) 13 (10,000 XP) Vargr 9 (5,000 XP)
Vargr Harrier (Hati and Sköll) 13 (10,000 XP) Einherji Hero 12 (8,400 XP)
Draugr 13 (10,000 XP)
COASTAL CREATURES Challenge (XP) Valkyrie 17 (18,000 XP)
1 (200 XP) Vargr Harrier (Hati and Sköll) 21 (33,000 XP)
Creatures 2 (450 XP) Valravn
Marfolk 7 (2,900 XP) Sanngriðr, Valkyrie Paragon Challenge (XP)
Nøkk 22 (41,000 XP) 5 (1,800 XP)
Fossegrim 23 (50,000 XP) MOUNTAIN CREATURES 9 (5,000 XP)
Hafgufa 26 (90,000 XP) 11 (7,200 XP)
Lyngbakr Creatures 13 (10,000 XP)
Jörmungandr Haugbui 13 (10,000 XP)
Draugr 14 (11,500 XP)
FOREST CREATURES Challenge (XP) Lindwyrm 17 (18,000 XP)
4 (1,100 XP) Eldjötunn 26 (90,000 XP)
Creatures 4 (1,100 XP) Hrimthurs (Rime-Giant)
Gjengangr 5 (1,800 XP) Hábrók Challenge (XP)
Hulder 7 (2,900 XP) Valravn 4 (1,100 XP)
Haugbui 7 (2,900 XP) Fenrir 4 (1,100 XP)
Brunnmigi 8 (3,900 XP) 5 (1,800 XP)
Vargr 9 (5,000 XP) SWAMP CREATURES 8 (3,900 XP)
Mara (Night-Rider) 11 (7,200 XP) 11 (7,200 XP)
Draugr 12 (8,400 XP) Creatures
Lindwyrm 13 (10,000 XP) Gjengangr Challenge (XP)
Gullinbursti 17 (18,000 XP) Hulder 3 (700 XP)
Vargr Harrier (Hati and Sköll) 17 (18,000 XP) Haugbui 4 (1,100 XP)
Fafnir, Eldtritch Lindwyrm Mara (Night-Rider) 5 (1,800 XP)
Valravn Lindwyrm 9 (5,000 XP)
9 (5,000 XP)
GRASSLAND CREATURES Challenge (XP) UNDERDARK CREATURES 11 (7,200 XP)
3 (700 XP) 11 (7,200 XP)
Creatures 7 (2,900 XP) Creatures 12 (8,400 XP)
Einherji Warrior 7 (2,900 XP) Dökkálfr Dreng 13 (10,000 XP)
Brunnmigi 8 (3,900 XP) Gjengangr 17 (18,000 XP)
Vargr 12 (8,400 XP) Dökkálfr Hirdwarrior 21 (33,000 XP)
Einherji Hero 12 (8,400 XP) Dökkálfr Húskarl 26 (90,000 XP)
Gullinbursti 13 (10,000 XP) Draugr
Valkyrie 21 (33,000 XP) Garmr 62
Vargr Harrier (Hati and Sköll) Lindwyrm
Sanngriðr, Valkyrie Paragon Dökkálfr Jarl
Eldjötunn
Valravn
Thráin (Draugr-Lord)
Níðhöggr

UNDERWATER CREATURES Challenge (XP)
1 (200 XP)
Creatures 2 (450 XP)
Marfolk 7 (2,900 XP)
Nøkk 22 (41,000 XP)
Fossegrim 23 (50,000 XP)
Hafgufa 26 (90,000 XP)
Lyngbakr
Jörmungandr

URBAN/SETTLEMENT CREATURES Challenge (XP)
0 (10 XP)
Creatures 1/4 (50 XP)
Fox Fylgja of Ljósálfr Seiðdróttinn 3 (700 XP)
Vörðr 3 (700 XP)
Einherjar Warrior 4 (1,100 XP)
Ljósálfr Dreng 5 (1,800 XP)
Gjengangr 5 (1,800 XP)
Hamingja 6 (2,300 XP)
Haugbui 7 (2,900 XP)
Ljósálfr Thegn 8 (3,900 XP)
Brunnmigi 8 (3,900 XP)
Einherjar Hero 9 (5,000 XP)
Mara (Night-Rider) 12 (8,400 XP)
Ljósálfr Húskarl 12 (8,400 XP)
Ljósálfr Seiðdróttinn 17 (18,000 XP)
Valkyrie 21 (33,000 XP)
Valravn
Sanngriðr, Valkyrie Paragon

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