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Table of Contents Introduction

Table of Contents Introduction

Table Of Contents Introduction . . . 3

Einherjar . . . 27

Fafnir . . . 4

Fenrir . . . 6

Fylgja . . . 22

Fossegrim . . . 8

Jormungandr . . . 10

Garmr . . . 12

Gullinbursti . . . 13

Hafgufa . . . 14

Hamingja . . . 22 by Louis Moe, 1898 Hamr . . . 21

Hugr . . . 22

Hymir . . . 16

Jotunn . . . 17

Landvaettir . . . 18

Lyngbakr . . . 15

Nacken . . . 8

Nidhogg . . . 20

Ratatoskr . . . 19

Selkolla . . . 23

Surtr . . . 24

Valkyrie . . . 26

Sample file Introduction ello there! Welcome to this little experiment Another thing to note is that there are Three Mythic of mine where I see if I can take some of the Monsters in this book, those being three of the biggest most terrifying and awe-inspiring monsters baddest boys in the world of : , from real world mythology and turn them into Jormungandr, and . Using the Mythic Encounter rules fearsome creatures for DMs to throw at their introduced in The Mythic Odyssey to Theros book, I decide to poor, helpfless, unsuspecting players. As a really make these guys stat blocks worthy of their Hlover of both mythology and Dungeons & mythological legends, and thus that's why they are the only Dragons, I always love it when the two intersect. Wizards of three with Mythic traits. You can, of course, also choose to the Coast have already added many iconic mythological run them without their mythic traits if you want them to be a creatures, and allow for use of gods from various real world little bit easier of a fight, because that's the beauty of a Mythic pantheons, but even so, there are some monsters they're trait. missing that are just too awesome to not have in the greatest roleplaying game of all time! CAUTION: Not playtested I feel that it is important for me to warn all who think about How to use this book using these monsters that most of these monsters have never Well to be honest, you can use this in any way that you want! actually been used in a combat setting. What this means for You paid for it, so use it as you see fit! If you're looking for you is that you should not rely purely on whatever CR this the some direction, then I guess I can help out with that. A lot of stat block says, because in all honesty they are just educated these monsters that I'm taking are huge and powerful guesses (which, I mean, aren't all CR labels kind of guesses creatures that took either a hero of legend or an actual god anyways?) A monster that I think could squash a group of themself to defeat. These creatures are great for final bosses, level 20 PCs could end up being squashed, and a monster doomsday devices, or for when you just really want to shock that I think is a pushover could very easily end up pushing all your players with something they can't find in the official your players to the grave. I've made up a lot of abilities and books. actions, and some of them may be too powerful, and some Because of these monster's connections with mythology, maybe not powerful enough. The bottom line is I don't know, looking at these creatures is a great way to come up with so as long as you're wary of that, then everything should inspiration for campaign building. Don't know how to add probably be fine. Probably. Fenrir into your campaign? Then why not take some inspiration from the ancients themselves! Use Fenrir's story Thanks Homebrewery! to help shape your campaign or quest and then let the players I know a shout out is not exactly what you want to see at this have an epic battle at the end with his own mythological part, but I feel it's important to shout out The Homebrewery, inspired abilities! There are endless resources for myths out as without their website, this book would not look nearly as there, so don't be afraid to do some digging to help good. So thanks! You guys rock! incorporate these baddies into your world. Why did you choose the monsters Thank you! While I'm at it, I just want to say thank you for purchasing that you did? this little project of mine! It means the world to me that you An excellent question, to which the answer is somewhat would spend your hard earned money on a little guy like me, simple. I chose the monsters that for one didn't already exist and I hope you enjoy reading through and learning about officially in the game, and that also I felt could make for some these Massive Mythological Monstrosities! fun and challenging monsters. There are of course more monsters that exist throughout the world of Norse Mythology that were not included in this resource, and there's a few ALL RIGHT, ENOUGH reasons for that. For one thing, some monsters are only mentioned by name and barely talked about again. Others DILLY DALLYING, LET'S just really don't have much potential for DnD, like a boar that gets slaughtered every day to feed the warriors of GET ON TO WHAT YOU . While that idea is fun and I did toy with making some kind of joke stat block out of that, ultimately I just felt CAME HERE FOR, THE that enSampleergy would be better suited put somewhere else. MONSTERS . file

3 The World of Norse Mythology he world of Norse Mythology is a fascinating The other group are the Aesir, who are the main collection world where the idea of the end of the world of the most principal gods. This group is often considered to permeates through a lot of it, otherwise known be more war like but are also just generally considered the as Ragnarok. On this page, I'll give you a little most important and common gods. These gods live in bit of background information on the Mythos and are the god that we are most familiar with in modern of Norse mythology to help you understand media. The Aesir contains gods like , , , Tyr, Tsome of the stories better. A LARGE amount of , and so forth. what we know about Norse mythology is thanks to an At the beginning of time the and Aesir had a war that Iclandic scholar known as who wrote, or at brought about the combination of the Vanir and Aesir into the very least compiled, today's largest source for modern one force. The Aesir-Vanir war is somewhat mysterious as it's knowledge of Norse Mythology, the Prose . not quite sure why it started except that a god named The was written around 1220 and contains was pierced by lances multiple times in Odin's hall, story after story about the gods, Ragnarok, and so much and although they could not kill him, they burned him three more. Look up any story we know from Norse Mythology and times and he came back each time. This murder apparently more than likely the Prose Edda will come up in some way. In triggered the first ever war, and eventually the Aesir would fact, most of the sources I used cited Sturluson, so he is a claim victory over the Vanir. large part of why I was able to make this book, so cheers to him. Cosmology In the universe of Norse Mythology, there are Nine A world Doomed Worlds/Realms that are all connected by the great ash tree Ragnarok refers to the events that will bring about the end of . These worlds each act as a home for different the world, and where a bunch of the Norse gods are destined races, and it is possible to travel to these different worlds to die. This is why a lot of stories involve these gods trying to through various means. There are even some creatures who prolong these events from happening, but inevitably it will live on Yggdrasil itself. The Nine worlds are as follows: happen. Asgard - Realm of the Aesir and the city where the gods The Story of Ragnarok is actually not only well rule in their court. documented, but very specific. Across various stories we - literally translates to "Vanir-Home" where the know which gods are killed by who and how, what begins Vanir come from. Ragnarok, what ends it, and which gods survive and usher in Afheimr - Home of the . what is known as the new age. This specificity given to us - The home of the Humans, carved from the body creates a very vivid image of the monsters involved and their of the primordial being and connected to Asgard by a extreme power. While not gods, these monsters rival the gods rainbow bridge known as the Bifrost. themselves and are able to kill them, a concept that might Jotunheimr - The home of Jotnar, the and separated confuse some people who are only familiar with mythos like from Midgard by a series of rivers. Also somewhat strangely the Greek and Roman mythos. referred to a lot as being "north." However, much like the gods of Greece, the Norse gods do - The world of the dead. not always get along. In fact, at the very beginning of time, the Svartalfaheimr - The world of dwarves. two groups of gods, the Vanir and the Aesir, fought a war Muspell - The world of fire and the home of Surtr, the fiery which the Aesir won and made the Vanir subordinate to jotunn who will drown the world in fire. Also belonging to the them. The world of Norse Mythology is full of gods and god- Sons of Muspell who Loki and Surtr will lead into battle on like creatures butting heads and tricking each other, Ragnarok. especially one infamous god named Loki. Not only does Loki Niflheimr - The world of ice. cause mischief across many stories, but it is his offspring that are the massive monsters that bring about Ragnarok, and he who helps lead them. The Gods There are two main groups of gods in the world of Norse Mythology. First are the Vanir, which are the older of the two groups. The Vanir live in a place called Vanaheimr and are the gods responsible for wealth, fertility, and commerce. This includes gods like Njord, god of the sea and winds, , god of fertSampleility, farming, and weather, and his sister . file riginally the son of the king Hreidmar A loud incoherent clamour of bird sounds erupts from the and the brother of Otr and Reginn, Fafnir's walls of the lair, forcing any creature that can hear to greed would later cause him to live the rest of make a DC-15 Constitution saving throw or take 5d8 his life as a dragon looming over his treasure thunder damage and become stunned for until the next stained with blood. Fafnir's brother, Otr, often Lair action. liked to take on the form of an otter, and one Oday while Loki, Odin, and Hoenir were traveling, they saw Otr and thought he was just an otter. Loki ended up killing Otr and the three of them skinned the otter as a trophy. Furious, Hreidmar went and captured the three Aesir, who then agreed to fill Otr's skin with gold as ransom for their lives. Odin sent Loki to do so, forcing a dwarf named to give up his gold, along with a ring that Andvari claimed would bring to ruin anyone who came to possess this. A betrayal for a betrayal. When the skin full of gold was given to Hreidmar, he and his remaining sons accepted this peace offering. However, not all would settle, as Fafnir and Reginn demanded their share of the gold, but their father refused. Enraged by his father's refusal, and powered by his lust for gold, Fafnir would stab his father while he was sleeping, and make away with the gold all for himself. Fafnir then fled, taking the gold, and more importantly the ring, with him. As he ran away from his crime and his only remaining family, his greed began to consume him and his mind. Fafnir found a place to make his lair and hid away all of the gold and treasure he had murdered for in the lair. To top it all off, and to make sure his treasures would stay safe, Fafnir would turn himself into a dragon, and still remains as such to this day. Fafnir's Lair Fafnir's lair is where he keeps all of his treasure that he won by murdering his father in cold blood. Those brave enough to try to take back the treasure from the greedy claws of Fafnir will find all sorts of magical items on top of the massive horde of gold on which he sleeps. Of course, to actually acquire the gold, one must survive the wrath of the former The dragon Fafnir guards the gold hoard. by Arthur dwarf. Rackham. 1911.

Lair Actions On initiative count 20 (losing initiative ties) Fafnir may invoke the power of his lair to perform one of the following actions. Fafnir cannot use the same effect twice in a row.

Fafnir creates a circle of poison with a 15ft radius. Anyone caught within the circle must make a DC-15 constitution saving throw or take 5d8 poison damage and become poisoned, or half as much on a success. Anyone who attempts to walk through the circle must also make the saving throw or suffer the same effects. A poisoned creature can make the saving throw again at the end of their turn. The circle lasts for 1 minute or until he uses the ability again.

Fafnir slams his giant mountain of gold and sends gold flyiSampleng in a 60ft cone. Anyone caught in the cone must file make a DC-17 Dexterity saving throw or take 10d8 bludgeoning damage,, or half as much on a success. The area of the cone then becomes difficult terrain until Fafnir uses this effect again.

5 Fafnir Claw. Melee weapon attack: +11 to hit, reach 5ft. Hit Huge dragon, neutral evil (2dd6 + 6) slashing damage. Tail. Melee weapon attack: +11 to hit, reach 15ft. Hit Armor Class 20 (Natural Armor) (2d8 + 6) bludgeoning damage. Hit Points 207 (18d12 + 90) Speed 40ft. Greedy Presence (Recharge 6) Fafnir unleashes his own greed to cloud the judgement of his enemies. Each creature that can see Fafnir must make a DC 16 STR DEX CON INT WIS CHA Charisma saving throw or become charmed for 1 22 (+6) 16 (+3) 20 (+5) 14(+2) 14 (+2) 16 (+3) minute. When charmed in this way, the charmed creature must use their action to collect any gold Saving Throws INT +7, WIS +7 and/or shiny objects that are lying around, ignoring Condition Immunities Poisoned, Frightened any danger that may be present. A creature may Damage Immunities Poison repeat that saving throw at the end of its turn. Senses Darkvision 60ft, passive Perception 15 Poison Breath (Recharge 6) Fafnir releases his Languages Draconic, Dwarvish, Common poisonous breath in a 30ft cone. Each creature in Challenge 15 (13,000) that area must make a DC 18 Constitution saving throw or take 16d6 poison damage, or half of that Legendary Resistance. 3/day if Fafnir fails a saving throw on a success. he can instead choose to succeed. Swayed by Greed. Fafnir has Disadvantage against being Legendary Actions charmed. Fafnir has three legendary actions, which he regains at the start of his turn. He can use one legendary action Amphibious. Fafnir can breathe air and water. at the end of another creature's turn. Communicate with Birds. Fafnir can freely communicate Claw. Fafnir makes one Claw action. and understand birds, and they can also understand him. Tail Attack. Fafnir makes one Tail attack. Wing Attack (2 actions). Fafnir beats its wings, causing Actions each creature to make a DC 19 Strength Saving Multiattack. Fafnir may use his Greedy Presence if throw or take 10d8 bludgeoning damage and be possible, then can make three attacks: One Bite knocked prone, or take half as much damage on a attack and two Claw attacks. success. Bite. Melee weapon attack: +11 to hit, reach 5ft. Hit (2d10 + 6) piercing damage plus (2d6) poison damage.

Sample file

6 Fenrir ne of the monstrous children of Loki and Angrboda, Fenrir is destined to be one of the bringers of Ragnarok. A monstrous wolf with incredible strength, Fenrir's eyes blaze with fire and flames burst from his nostrils. Just like his brother, Jormungandr, Fenrir is prophesied Oto take a part in the cataclysm of the world known as Ragnarok. Until that day comes, Fenrir remains bound by a magical ribbon to a great rock that keeps him imprisoned until the day of reckoning. Impeccable Growth and Unprecedented Strength. While Jormungandr was cast into the ocean and Hel was cast into Niflheimr, The Allfather declared that Fenrir shall be watched more closely, raising him at home so they can watch his actions. However, the fear that was instilled in the gods because of Fenrir's part of the prophecy made most of the Aesir want nothing to do with him, and the only one brave enough to feed the young wolf was Tyr, the most daring of the Aesir. What the gods couldn't have anticipated, though, was how large Fenrir would become, as he only kept growing larger and larger as time passed. Eventually, the gods decided that binding the beast was the only option to keep him in place. After he broke through two of the toughest chains they had, the gods then brought forth a ribbon and challenged Fenrir to attempt to break through it. Sensing that it was a trap, Fenrir told them that he would only be bound if a god placed his hand in Fenrir's mouth. Tyr once again was the one to step up and face the beast, and as Fenrir realized that the ribbon was magical and he was now trapped, he snapped off Tyr's hand as punishment for the deceit the gods used to bind him. Releasing the Apocalypse. Fenrir's fate is to remain Fenrir devouring Odin by Dorothy Hardy, 1909. bound until the day of Ragnarok. When the fateful day comes, Fenrir shall be loosed, and he will advance and begin devouring everything, placing his lower jaw against the earth, and his upper jaw in the heavens. In order to stop him, Odin, the Allfather, is said to be the one who will step up to face him, but Fenrir will devour even the Allfather, killing him. Fenrir's victory shall be short lived, as Odin's son Vidarr shall tear him apart from his jaw, killing him. Whether the prophecy will come true or not remains to be seen, but if the wolf ever gets released, destruction shall feed his gullet until he is finally satisfied. Sample file

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