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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,Sample and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. file

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 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.

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KENNINGS AND ATTESTATIONS How the Norse imagination conceived the monstrous is INTRODUCTION 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 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 . “Fame-wolf,” for example, appears as a specific to , 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

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section that highlights its mythic trait, notes how using it CHAPTER 1: BESTIARY changes the difficulty of the encounter and the rewards, and includes read-aloud text you can use mid-battle to This bestiary provides game statistics and lore for forty signal a terrifying shift in the conflict. monsters suitable for any D&D campaign, but which are specifically drawn from . Among those presented are many of the major players from the foretold NORSE ARCHETYPES events of Ragnarök, but also creatures from lesser known While this book offers a variety of horrors to set upon your myths and folklore—all of them ready to serve as players, you may notice there are some common themes antagonists and allies for the players in your game. that repeat themselves. The creatures in this bestiary are organized As mentioned above, early Norse culture was survival- alphabetically. A few are grouped under a banner heading; focused. Many of the monsters they dreamed up can for example, the “Aptrgangar” section contains stat blocks probably be understood as reflections of things that for various types of again-walkers. Creatures within these represented threats to the collective safety of their tribes sections are presented alphabetically or in order of and communities. The tale of a villain so twisted by greed attestation. that they turned physically monstrous was a common At the end of this book is an appendix containing lists of attestation, as were creatures that embodied the spread of the creatures arranged by type, challenge rating, and poison, disease, and corruption. environment. DMs can use these lists, in conjunction with With death as a constant presence, it makes a certain similar information in the Dungeon Master’s Guide and amount of sense that skalds had plenty of stories about other sources, to choose monsters for a particular walking corpses, who were also readily blamed as vectors adventure or campaign. of infection when any of the above plagues struck. Insatiable, predatory hunger was also a repeated motif, particularly among the monsters set to devour the world at the Twilight of the Gods. In the Norse view, this unchecked consumption of life would besiege all human civilization, side-by-side with the staggering power of the primordial elements embodied in the armies of the jötnar.

LANGUAGES, ALIGNMENT AND TYPE Some Norse monsters, like the legendary jötnar, defy certain models of D&D categorization. For this reason, languages known by the monsters in this supplement should be taken as a general guide and adjusted freely as needed. These selections were an interesting exercise because many of the monsters borrow traits from more than one of the traditional monster types. For example, is the “giant” language really the best representation for the tongue of the jötnar when not all jötnar were giants? Alignment can be similarly tricky when applied to Norse MYTHIC MONSTERS mythos. Ancient Norse concepts of right and wrong don’t necessarily map precisely to the traditional balance as Some of the most infamous terrors from Norse mythology depicted in the D&D multiverse. Returning to the previous are described in this supplement. The skalds who told their example of the jötnar, despite the fact that they were fated stories presented them as world-ending threats of antagonists of the gods, it does not necessarily follow that legendary proportions. The entries for the monsters in this such figures were evil. They could just as easily be seen as book that fit this archetype all have a feature that sets agents of cosmic cycles and change. them apart: mythic traits. Finally, typing Norse monsters also involves a similar Mythic traits were first introduced by Wizards of the complexity. As noted above, the concept of the jötnar is a Coast in the sourcebook Mythic Odysseys of Theros, which fairly broad one. Some scholars would even label figures featured monsters of similarly epic scale. As explained in like Fenrir and Jörmungandr as jötnar due to their that text, mythic traits are optional; they don’t need to be parentage, though they are clearly something different used during combat with these monsters. If you so choose, than the classical D&D giant. In cases like these, I have you may simply ignore a monster’s mythic trait and chosen types I felt players would most likely expect, mythic actions. If you wish to increase a battle’s stakes, adding the “titan” tag where applicable. though, using a monster’s mythic trait results in some In general, campaigns that are heavily -themed will mid-battle twist that changes the way the monster most likely require a bit of reskinning and customization behaves, restores its resources, or provides it with new Sampleof the classic D&D lore from thefile outset. Since these actions to use. As a result, the battle becomes deadlier and classifications impact the use of spells, items and other rages on for longer than most combat encounters. effects, DMs are highly encouraged to review the choices I Mythic Odysseys of Theros is not required to use these have made and tailor as they see fit. mechanics. As in that sourcebook, each mythic monster in

this supplement features an “As a Mythic Encounter”

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EINHERJAR Those who die bravely in battle are favored by the All- Father. Chosen from the fallen and guided to by Medium celestial, chaotic neutral the Valkyrjar, the spend their afterlives in preparation for the coming battle that will take place at the Armor Class 16 (18 With Shield) Twilight of the Gods. Hit Points 51 (6d8 + 24) Glory of War. By day, the Einherjar hone their martial Speed 30 ft. prowess in fierce combat against each other on the shining plains of . When night falls, they return to the Hall STR DEX CON INT WIS CHA of the Slain where, wounds healed, they are feasted 18 (+4) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 10 (+0) through the night. This cycle continues endlessly until Ragnarök, when the sounding of will summon Damage Resistances Bludgeoning, Piercing, and Slashing from the Einherjar to stand in battle against the jötnar and Nonmagical Attacks numberless dead. Condition Immunities Exhaustion, Frightened, Poisoned, Immortality and Fate. Einherjar who fall in battle rise Unconscious again in Asgard at the next sunset. Only a wish spell cast Senses Darkvision 60 ft., Passive Perception 10 before dusk can strip a chosen soul of this protection Languages the languages it knew in life before its destined fate. Challenge 3 (700 XP) Alone-fighters. Until the coming of Ragnarök, the Einherjar have no reason to fear death, whatever the odds. Brute. A melee weapon deals one extra die of its damage when the They train relentlessly and individually favor many Einherji hits with it (included in the attack). different weapons. When encountered, those that wield Reckless. At the start of its turn, the Einherji can gain advantage one-handed weapons will normally also carry shields. on all melee weapon attack rolls during that turn, but attack rolls against it have advantage 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 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. Sample file

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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 , 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. Sample file

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

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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 obeys the commands of its owner. In combat, it rolls its A fylgja does not make death saves. When its shared pool own initiative and acts on its own turn. A fylgja can attack of hit points falls below 0, a fylgja disappears, reappearing if it has the appropriate actions available, and can take only if its owner stabilizes. The fylgja of a creature that has other actions as normal, such as the help action. Sending been stabilized remains unconscious until its owner fylgjur into combat can be a risky prospect, however, given regains consciousness. the direct link they have to their owner's health. Fylgjur do not otherwise share the unconscious condition Type. The fylgja's type becomes celestial instead of with their owners, or vice versa. In fact, an individual’s beast. personal fylgja may only appear when they are dreaming Hit Points. The fylgja and its owner share the same pool or in a similar state of altered perception, such as a volva’s of hit points. Any damage or healing sustained by one is ritual to evoke visions or memories. Additionally, the also experienced by the other. physical manifestation of a person’s fylgja may only exist Saving Throws. The fylgja uses the saving throw as long it takes to guide its owner toward a given goal. modifiers of its owner. Despite some similarities, fylgjur are not familiars. They New Special Trait: Shared Soul. The fylgja is a cannot speak or communicate telepathically, and they manifestation of its owner's soul. It shares certain traits cannot deliver touch spells to targets for their owners. 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.

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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 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.

Multiattack. The hamingja makes two spirittblade attacks. Etherealness. The hamingja enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. HAMINGJA Spiritblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 11 (2d10) force damage. Hamingjar embody the good fortune and success that is attached to a individual or family, appearing in the form of a feminine guardian spirit. Ancestral Protectors. Individuals with particularly strong Turn Fate (1/day). When an ally the hamingja can see within 30 destinies might independently manifest their own feet of it rolls a d20 for an attack roll, an ability check, or a saving hamingja, but more often they are passed down through throw, the hamingja can use its reaction to let the ally reroll the generations from one soul to another. A hamingja might die. The ally must use the new roll. accompany an adventurer as a warding presence, the enduring sign of a loving family guiding the next generation's path from beyond. Alternatively, the enduring hamingja of a legendary hero might become HAMINGJAR AND PC’S attached to a rising champion that follows in their path Hamingjar make great narrative tools in campaigns where and pursues the same goals. family lineage or historical events are important themes. They Unseen Guardian. A hamingja is ephemeral and naturally can be used to show the influence of the past on the present invisible. A creature might hear and feel a hamingja in passing, but the celestial remains invisible even if it makes or the playing out of grand destinies over time. an attack. Very rarely, a hamingja might appear as the They can also be used as a device to recall beloved NPC's projection of an unconscious person's spirit or become (or even Player Characters) that have fallen, but whose apparent through the use of magic that allows someone to presence is still felt, watching over the party's ongoing see the invisible. In these instances, the hamingja appears adventures. as the vague outline of a feminine form. CelestialSample Nature. A hamingja requires no air, food, drink, file or sleep.

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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 ’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. ’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.

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equipment it is wearing or carrying. While mounted and not

Medium celestial, lawful neutral incapacitated, the valkyrie can’t be surprised, and both it and its mount have advantage on Dexterity saving throws. If the valkyrie is reduced to 0 Armor Class 20 (Natural, Shield) hit points while riding its mount, the mount is reduced to 0 hit points as Hit Points 161 (17d8 + 85) well. Speed 30 ft.

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 Skills Athletics +9, History +6, Insight +9, Perception +9 Choose the Slain. The valkyrie targets a humanoid within 10 feet of it Damage Immunities Radiant that has been dead for no longer than 1 minute and died bravely. The Condition Immunities Charmed, Exhaustion, Frightened target's spirit rises as an Einherji warrior in the space of its corpse or in Senses Truesight 120 ft., Passive Perception 19 the nearest unoccupied space. The Einherji is friendly to the valkyrie and Languages Common follows its verbal commands (no action required). The valkyrie can have Challenge 12 (8,400 XP) no more than seven Einherjar under its command at one time.

Indomitable (2/Day). If the valkyrie fails a saving throw, it can choose to succeed instead. The valkyrie can take 3 legendary actions, choosing from the options Innate Spellcasting. The valkyrie’s spellcasting ability is Wisdom (spell below. Only one legendary action option can be used at a time and only save DC 17, +9 to hit with spell attacks). The valkyrie can innately cast at the end of another creature’s turn. The valkyrie regains spent the following spells, requiring no material components: legendary actions at the start of its turn. At will: command, guiding bolt, spare the dying Attack. The valkyrie makes a radiant spear attack or casts guiding bolt. 1/day each: crusader’s mantle Command Ally. The valkyrie targets one ally it can see within 30 feet of it. If the target can see and hear the valkyrie, the target can make one Magic Resistance. The valkyrie has advantage on saving throws against weapon attack as a reaction and gains advantage on the attack roll. spells and other magical effects. SampleCoordinated Assault (Costs 2 Actions). file The valkyrie makes a radiant Mount. If the valkyrie isn’t mounted, it can use a bonus action to spear attack, and then its mount can use its reaction to make a melee magically teleport onto the pegasus serving as its mount, provided the weapon attack. valkyrie and its mount are on the same plane of existence. When it teleports, the valkyrie appears astride the mount, along with any

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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 . 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.

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4th level (3 slots): banishment, staggering smite Medium monstrosity, neutral evil 5th level (2 slots): destructive wave (necrotic) Armor Class 20 (Plate, Shield)

Hit Points 180 (19d8 + 95) Speed 30 ft., fly 50 ft. in raven and raven hybrid forms Multiattack. The valravn makes three melee attacks. Beak (Raven or Raven Hybrid Form Only). Melee Weapon Attack: +8 to STR DEX CON INT WIS CHA hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 9 (2d8) necrotic 20 (+5) 14 (+2) 20 (+5) 15 (+2) 16 (+3) 18 (+4) damage in raven form, or 4 (1d4 + 2) piercing damage, plus 18 (4d8) necrotic damage in hybrid form. Saving Throws DEX +8, WIS +9, CHA +10 Bite (Wolf Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 Skills Deception +10, Perception +9 ft., one target. Hit: 10 (1d8 + 6) piercing damage, plus 18 (4d8) necrotic Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and damage. Slashing from Nonmagical Attacks that aren't Silvered Claws (Wolf Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 Condition Immunities Exhaustion, Frightened, Poisoned ft., one creature. Hit: 11 (2d4 + 6) slashing damage plus 18 (4d8) necrotic Senses Darkvision 120 ft., Passive Perception 19 damage. Languages the languages its progenitor knew in life Challenge 17 (18,000 XP) Longsword (Humanoid or Hybrid Forms Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 Shapechanger. The valravn can use its action to polymorph into a raven, (1d10 + 6) slashing damage if used with two hands, plus 18 (4d8) necrotic a raven-humanoid hybrid or into a wolf-humanoid hybrid, or back into damage. its humanoid form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the valravn's choice). Parry. The valravn adds 6 to its AC against one melee attack that would Death of Many Forms (Mythic Trait; Recharges after a Short or Long hit it. To do so, the valravn must see the attacker and be wielding a melee weapon. Rest). When a valravn is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the damage forces it to change into a different form using its shapechanger trait and it regains 100 hit points. It cannot use its normal raven form or a form that has previously been reduced to The valravn can take 2 legendary actions, choosing from the options 0 hit points. Each subsequent form has 100 hit points and the valravn below. Only one legendary action option can be used at a time and only must assume a new form each time it is reduced to 0 hit points. When it at the end of another creature’s turn. The valravn regains spent has no forms left, the valravn becomes a normal raven. If the valravn legendary actions at the start of its turn. finishes a short or long rest and is not in normal raven form, it heals and Move. The valravn moves up to its speed. any lost forms are restored. The valravn dies when all of its forms are Weapon Attack. The valravn makes a weapon attack. killed. Swarm (Costs 2 Actions). The valravn causes two swarms of ravens (see Magic Resistance. The valravn has advantage on saving throws against the Monster Manual) to appear in unoccupied spaces within 5 feet of spells and other magical effects. it. The swarms are allied to the valravn and act in its defense. Mimicry. The valravn can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 15 If the valravn’s mythic trait is active, it can use the options below as Wisdom (Insight) check. legendary actions for 1 hour after using Death of Many Forms. Spellcasting. The valravn is a 19th-level spellcaster. Its spellcasting Bloodlet. The valravn makes two weapon attacks. ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has Word of Dark Seiðr (Costs 2 Actions). The valravn speaks forbidden the following paladin spells prepared: magic. Each creature within 10 feet of the valravn loses concentration 1st level (4 slots): command, compelled duel, searing smite on any active spell it has cast and must succeed on a DC 21 2nd level (3 slots): hold person, magic weapon Constitution saving throw, or take 26 (4d12) necrotic damage. 3rd level (3 slots): dispel magic, elemental weapon Sample file

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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

DRAGONS Jörmungandr , Eldtritch Lindwyrm Lindwyrm Níðhöggr

FEY 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 Hafgufa Lyngbakr Vargr Vargr Harrier (Hati and Sköll) Vörðr UNDEADSample file Gjengangr Haugbui Thráin (Draugr-Lord)

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CHALLENGE 17 (18,000 XP) Fafnir, Eldtritch Lindwyrm STAT BLOCKS BY CR Valravn CHALLENGE 0 (10 XP) CHALLENGE 21 (33,000 XP) Fox Fylgja of Ljósálfr Seiðdróttinn Sanngriðr, Valkyrie Paragon Thráin (Draugr-Lord) CHALLENGE 1/4 (50 XP) Vörðr CHALLENGE 22 (41,000 XP) Hafgufa CHALLENGE 1 (200 XP) Marfolk CHALLENGE 23 (50,000 XP) Lyngbakr CHALLENGE 2 (450 XP) Nøkk CHALLENGE 26 (90,000 XP) Fenrir CHALLENGE 3 (700 XP) Jörmungandr Dökkálfr Dreng Níðhöggr Einherji Warrior Ljósálfr Dreng

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) VargrSample Harrier (Hati and Sköll) file CHALLENGE 14 (11,500 XP) Hábrók

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CREATURES BY ENVIRONMENT HILL CREATURES ARCTIC CREATURES Creatures Challenge (XP) Einherji Warrior 3 (700 XP) Creatures Challenge (XP) Haugbui 5 (1,800 XP) Vargr 7 (2,900 XP) Brunnmigi 7 (2,900 XP) Hrimthurs (Rime-Giant) 13 (10,000 XP) Vargr 7 (2,900 XP) Vargr Harrier (Hati and Sköll) 13 (10,000 XP) Einherji Hero 8 (3,900 XP)

Draugr 9 (5,000 XP) COASTAL CREATURES Valkyrie 12 (8,400 XP) Creatures Challenge (XP) Vargr Harrier (Hati and Sköll) 13 (10,000 XP) Marfolk 1 (200 XP) Valravn 17 (18,000 XP) Nøkk 2 (450 XP) Sanngriðr, Valkyrie Paragon 21 (33,000 XP) Fossegrim 7 (2,900 XP)

Hafgufa 22 (41,000 XP) MOUNTAIN CREATURES Lyngbakr 23 (50,000 XP) Creatures Challenge (XP) Jörmungandr 26 (90,000 XP) Haugbui 5 (1,800 XP)

Draugr 9 (5,000 XP) FOREST CREATURES Lindwyrm 11 (7,200 XP) Creatures Challenge (XP) Eldjötunn 13 (10,000 XP) Gjengangr 4 (1,100 XP) Hrimthurs (Rime-Giant) 13 (10,000 XP) Hulder 4 (1,100 XP) Hábrók 14 (11,500 XP) Haugbui 5 (1,800 XP) Valravn 17 (18,000 XP) Brunnmigi 7 (2,900 XP) Fenrir 26 (90,000 XP) Vargr 7 (2,900 XP)

Mara (Night-Rider) 8 (3,900 XP) SWAMP CREATURES Draugr 9 (5,000 XP) Creatures Challenge (XP) Lindwyrm 11 (7,200 XP) Gjengangr 4 (1,100 XP) Gullinbursti 12 (8,400 XP) Hulder 4 (1,100 XP) Vargr Harrier (Hati and Sköll) 13 (10,000 XP) Haugbui 5 (1,800 XP) Fafnir, Eldtritch Lindwyrm 17 (18,000 XP) Mara (Night-Rider) 8 (3,900 XP) Valravn 17 (18,000 XP) Lindwyrm 11 (7,200 XP)

GRASSLAND CREATURES UNDERDARK CREATURES Creatures Challenge (XP) Creatures Challenge (XP) Einherji Warrior 3 (700 XP) Dökkálfr Dreng 3 (700 XP) Brunnmigi 7 (2,900 XP) Gjengangr 4 (1,100 XP) Vargr 7 (2,900 XP) Dökkálfr Hirdwarrior 5 (1,800 XP) Einherji Hero 8 (3,900 XP) Dökkálfr Húskarl 9 (5,000 XP) Gullinbursti 12 (8,400 XP) Draugr 9 (5,000 XP) Valkyrie 12 (8,400 XP) Garmr 11 (7,200 XP) Vargr Harrier (Hati and Sköll) 13 (10,000 XP) Lindwyrm 11 (7,200 XP) Sanngriðr, Valkyrie Paragon 21 (33,000 XP) Dökkálfr Jarl 12 (8,400 XP)

Eldjötunn 13 (10,000 XP) SampleValravn file17 (18,000 XP) Thráin (Draugr-Lord) 21 (33,000 XP) Níðhöggr 26 (90,000 XP)

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

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

Sample file

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