Huge elemental, true neutral Ornn is the Freljordian demi-god of forging and craftsmanship. He works in the solitude of a massive smithy, Armor Class 20 hammered out from the lava caverns beneath the volcano Hit Points 594 (44d12 + 308) Hearth-Home. There he stokes bubbling cauldrons of molten Speed 20 ft. rock to purify ores and fashion items of unsurpassed quality. When other deities—especially Volibear—walk the earth and meddle in mortal affairs, Ornn arises to put these impetuous STR DEX CON INT WIS CHA beings back in their place, either with his trusty hammer or 25 (+7) 14 (+2) 25 (+7) 20 (+5) 24 (+7) 18 (+4) the fiery power of the mountains themselves. Saving Throws Str +14, Con +14, Wis +14, Cha +11 THE SHAPING OF LAND Skills Athletics +14, Perception +14 Ornn was the firstborn of his brothers and sisters. He leapt Damage Resistances cold, lightning, thunder; into the world, itching for a fight. This was not so easy, bludgeoning, piercing, and slashing from however. Trees were weak adversaries, snapping far too easily. nonmagical weapons Icebergs melted at his touch, running away into the sea. Damage Immunities fire Condition Immunities blinded, charmed, exhausted, Frustrated, he punched a mountain. The mountain did not frightened, petrified yield. Ornn was pleased by this, so he challenged the land Senses darkvision 120 ft., blindsight 60 ft., passive itself to a good-natured brawl. Perception 24 As Ornn wrestled with the land, he dented and bruised it, Languages Common, Primordial shaping all of the Freljord that we know today. He headbutted Challenge 25 (75000 XP) mountains from the planes, and pounded down deep valleys. When he was tired, Ornn thanked the land for the glorious Brittle. When a creature fails its saving throw on match. The land responded by opening a fiery pit, showing Bellows Breath or Call of the Forge God, it becomes him its very heart, and he was honored to see it was a vulnerable to damage received from the next reflection of him: a fiery ram. The land had deemed Ornn hammer attack made by Ornn until the beginning of worthy, and bestowed its secrets to him, gifting him the his next turn. strength of primordial flame, for fire is the true agent of Innate Spellcasting. Ornn's spellcasting ability is change. Charisma (spell save DC 19, +11 to hit with spell He looked at the landscape that was the result of his fight attacks). He can innately cast the following spells, and nodded. It would do. After this, Ornn set himself to requiring no material components: building tools and weapons. At will: fire bolt, produce flame, burning hands, hellish rebuke, Aganazzar's scorcher, dragon's breath (fire only), heat metal Legendary Resistance (3/Day). If Ornn fails a saving throw, he can choose to succeed instead. Living Forge. Ornn gains a +1 bonus to his AC and saving throws if there is a creature that wields medium armor, heavy armor, shields, or martial weapons within 120 feet of him. Magic Resistance. Ornn has advantage on saving throws against spells and other magical effects. Magic Weapons. Ornn's weapon attacks are magical. Siege Monster. Ornn deals double damage to objects and structures. THE HEARTHBLOOD Once, long before the splintering of the Freljord, Ornn had a Actions legion of smiths who lived at the base of his mountain. They Multiattack. Ornn makes two hammer attacks. claimed to worship Ornn, but if you were to ask him, they were misguided, for he would say he had no followers. Still, it Hammer. Melee Weapon Attack: +14 to hit, reach 15 is true that they built themselves a little town and that it was ft., one target. Hit: 21 (4d6 + 7) bludgeoning filled with folk who wished to make the finest things in all the damage. world. Bellows Breath (Recharge 5-6). Ornn advances, There were thousands of them. They made tools. They breathing fire in a 60-foot cone. Each creature in that made plows. They made carts and armor and saddles. They cone must make a DC 22 Dexterity saving throw, built furnaces and homes. They called themselves the taking 27 (6d8) fire damage on a failed save, or half Hearthblood, for they never felt the biting cold of the Freljord, as much damage on a successful one. and could tolerate the immense heat bubbling beneath their Call of the Forge God (1/Day). Ornn summons a bare feet on the slopes of Hearth-Home. They became the gargantuan, ram-like fire elemental that charges to finest craftspeople in the world, and their workmanship was him in a line that is 120 feet long and 20 feet wide. surpassed in quality only by Ornn’s. Each creature run over by the elemental must make a Occasionally, he would appraise their work. If he liked what DC 19 Dexterity saving throw, taking 44 (8d10) fire one of the Hearthblood had wrought, he simply said damage on a failed save, and half as much on a “Passable.” This was a mighty compliment from Ornn, who successful one. had learned long ago to let good work speak for itself. Do you Ornn can redirect the fire elemental's charge as a remember that tale? bonus action, head-butting it into another direction. Ornn never admitted that he admired the Hearthblood but, Each creature that the fire elemental runs over in this deep inside his chest, his volcanic heart churned with respect manner must make a DC 19 Strength saving throw. for the hardworking people. They did not kneel or offer him On a failed save, a creature is knocked prone and has sacrificed flesh. They did not turn his words into scriptures its speed reduced by half until the start of its next turn. On a success, a creature isn't knocked prone and spread them across the land to people who did not want and slowed. to hear them. Instead, they focused on their work in silence. They were imaginative, resourceful, and hardworking. These Masterwork Upgrade (3/Day). Ornn can quickly forge Hearthblood folks made Ornn smile, although nobody knew an upgrade for a piece of equipment held by him or because they couldn’t see the smile underneath his beard. by a creature that he can see within 120 feet of him, One day, Volibear came to visit his brother Ornn. granting it a +1 bonus to AC, a saving throw, or an attack roll of his choice. Lair Actions On initiative count 20 (losing initiative ties), Ornn takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A fissure runs through the ground in a line that is 30 feet long and 10 feet wide. A magma pillar that is 15 feet high and 10 feet across erupts from the ground at the end of the fissure. The pillar stays there until the start of Ornn's next turn. Each creature hit in that line must make a DC 15 Strength saving throw. On a failed save, a creature receives 9 (2d8) fire damage and is pushed 5 feet away. On a success, a creature takes half as much damage and isn't pushed away. A pool of lava 20 feet in diameter bubbles up on the ground, centered on a point that Ornn can see within 120 feet of him. Each creature standing above the pool must make a DC 15 Constitution saving throw. On a failed save, a creature takes 7 (2d6) fire damage and their body catches fire, giving them an additional 3 (1d6) fire damage at the start of each of their turns unless they use a bonus action to douse the flames. On a success, a creature takes half as much damage and isn't burned. VOLIBEAR This was no friendly stop, for Ornn and his brother were never friendly, nor had they ever visited one another before. Legendary Actions The great bear was going to make war and needed weapons Ornn can take 3 legendary actions, choosing from for his army. Ornn saw the army—fierce aberrations, men the options below. Only one legendary action option twisted into other shapes by their efforts to please Volibear. can be used at a time and only at the end of another They were simple, and fierce, and quick to anger. creature's turn. Ornn regains spent legendary actions “Give them swords and axes,” Volibear demanded, with at the start of its turn. wicked intent. “Give them armor, and I will make it worth your Hammer. Ornn makes a hammer attack. while.” “No,” said Ornn, for he wanted no part in Volibear’s Cast Spell. Ornn casts a spell of 2nd level or lower. warmongering. Searing Charge (2 Actions). Ornn moves up to twice “Fine,” said Volibear. “Have your followers do it instead. I do his speed. Ornn's charge stops if he collides with an not care. Do this. I am your brother.” object or a part of a terrain that is at least 10 feet tall, This irked Ornn so much that his great horns flared with and the impact creates a shockwave that deals molten heat. “The people in the town below do not follow me. damage and knocks up enemies within 10 feet They build for themselves. They are quiet and work hard. That around him. Each creature hit by the charge must is all.” make a DC 22 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage But Volibear saw beneath his brother’s words to the fiery and is knocked prone if they are within range of the heart in his chest. For all his flaws, Volibear was very good at shockwave. On a success, a creature takes half as reading others. much damage and isn't knocked prone. “They are a reflection of your own image.” Ornn’s horns grew red hot, and then white hot. “If I see you Regional Effects again, Volibear, I will beat you within an inch of your life,” he Hearth-Home and its surrounding region is warped growled. If you had heard this threat, you would think it wise by Ornn's magic, creating one or more of the for Volibear to leave and never return. following effects: But Volibear loved fighting, and he was not wise, so he took a piece of armor from the walls of Ornn’s forge. Water sources within 1 mile of Hearth-Home are “If you will not make me what I want, then I will take it.” supernaturally warm. Snow is constant within 1 mile of Hearth-Home, With that, Ornn charged at Volibear and smashed him with forming deep drifts blanketing the crater. his horns. It was so powerful a blow, the summit of the Freezing strong winds howl around the area within mountain shook. 1 mile of Hearth-Home. They fought for eight days. They fought so hard, the base of Whenever a creature with an Intelligence of 3 or the mountain trembled. So fierce was their fighting that higher comes within 30 feet of a water source molten stone exploded from the peak of Hearth-Home. within 1 mile of Hearth-Home, Ornn becomes Lighting strikes barraged the mountainside, and geysers of aware of the creature's presence and location. flame gushed from the cliffs. The skies grew black and red. The blood of the world ran through the highlands as the ground shook. People all over the Freljord saw the results of the battle between Volibear and Ornn. When the smoke cleared, the mountain had lost its peak. But worse, the Hearthblood were all dead, and their town was nothing but smoldering ruins and a fading memory. For many centuries, the half-mountain once called Hearth- Home has stood silent. Every now and then, a plume of smoke rises from the crater where the peak once stood. Some say it is Ornn, lighting his furnace to keep the fires under the surface of the world from going out. Others say he is building a great weapon that he will one day unleash.
Credits Created by: u/Wulfrics, using GM Binder Feedback: KineticRev#2127 Artwork and Stories: The Lost Tales of Ornn, by Matt Dun, Ornn's Biography, Universe of League of Legends