You are on page 1of 11

Norse Mythology Bestiary

Jörmungandr
The World Serpent - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CR25

Loki
The God of Mischief - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CR23

Thor
The God of Thunder - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - - - CR25

Fenrir
The Chained Wolf - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -CR29

Draugr
The Undead Calamity - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -CR20

Surt
Ender of Worlds - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CR27

Valkyries
Choosers of the Slain - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -CR20

Hræsvelg
The Corpse swallower - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -CR24
Jörmungandr
Jörmungandr, also known as the World Serpent, is a sea serpent, the middle child of the giantess Angrboða and Loki. Odin took
him tossed him into the great ocean surrounding midgard, where the serpent grew so large that it was able to surround the earth
and grasp its own tail. Its arch-nemesis is Thor, who killed him then died from the serpent's venom.

Jörmungandr
The World Serpent Maw of the World eater. Melee Weapon Attack: +17 to
hit, reach 15 ft., one target. Hit: 40 (6d10+7)
Gargantuan monstrosity, Chaotic Neutral
bludgeoning damage. If the target's size is smaller than
Armor Class 18 (natural armor) Jörmungandr's , it is Grappled (escape DC 21). Until
Hit Points 620 (40d20 + 200) this grapple ends, the target is Restrained.
Speed 60 ft., burrow 40 ft., swim 80 ft.    Attacking another enemy releases the Grappled
target.
Swallow. Jörmungandr makes one bite Attack against a
STR DEX CON INT WIS CHA Huge or smaller creature it is Grappling. If the Attack
28 (+9) 14 (+2) 20 (+5) 16 (+3) 22 (+6) 18 (+4) hits, that creature takes the bite's damage and is
swallowed, and the grapple ends. While swallowed, the
Saving Throws Str +17, Con +13, Wis +14 creature is Blinded and Restrained, it has total cover
Skills Athletics +17, History +11, Insight +14, against attacks and other Effects outside the remorhaz,
Intimidation +12, Perception +14, Religion +11 and it takes 36 (8d8) acid damage at the start of each
Damage Resistances acid, bludgeoning, piercing, and of Jörmungandr's turns.
slashing from nonmagical attacks    If Jörmungandr takes 40 damage or more on a single
Damage Immunities poison turn from a creature inside it, it must succeed on a DC
Condition Immunities blinded, charmed, deafened, 20 Constitution saving throw at the end of that turn or
poisoned, prone regurgitate all swallowed creatures, which fall prone in
Senses truesight 120 ft., passive Perception 24 a space within 20 feet of Jörmungandr. If Jörmungandr
Languages All dies, a swallowed creature is no longer Restrained by it
Challenge 25 (75,000 XP) and can escape from the corpse using 60 feet of
Movement, exiting prone.
Amphibious. Jörmungandr can breathe air and water. Venom Spray (Recharge 5-6). Jörmungandr spits venom
in a 60-foot line that is 15 feet wide. Each creature in
Freedom of Movement. Jörmungandr ignores difficult that line must make a DC 21 Dexterity saving throw,
terrain, and magical effects can't reduce its speed or taking 52 (15D6) poison damage on a failed save, or
cause it to be restrained. It can spend 5 feet of half as much damage on a successful one. If the target
movement to escape from nonmagical restraints or fails the saving throw by 5 or more, it is affected by the
being grappled. venom until the end of its next turn. If an affected
Legendary Resistance (3/day). If Jörmungandr fails a creature uses more than 30 ft of movement, It must
saving throw, it can choose to succeed instead. succeed a DC21 constitution saving throw its hp are
brought to 0 as the target falls unconscious.
Siege Monster. Jörmungandr deals double damage to
objects and structures. Legendary Actions
Actions This monsterr can take 3 legendary actions, choosing
from the options below. Only one legendary action
Multiattack. Jôrmungandr uses its frightful presence and option can be used at a time and only at the end of
makes two attacks, One with its Maw of the World another creature's turn. Jörmungandr regains spent
eater or Swallow, and one with its tail. legendary actions at the start of its turn.
Frightful Presence. Any creature hostile to Jörmungandr Move. Jörmungandr moves half its speed.
that starts its turn within 120 feet of it must make a
DC 21 Wisdom saving throw, unless Jôrmungandr is Attack. Jörmungandr makes a tail attack.
incapacitated. On a failed save, the creature is Tremoring Slither. Jörmungandr's body cause the earth
frightened for 1 minute. If a creature's saving throw is to shake violently, every creature in a 120ft radius has
successful, the creature is immune to the to make a dexterity saving throw (DC 21) or fall prone.
Jôrmungandr's Fear Aura for the next 24 hours. This also causes non living objects and buildings to
An affected creature can repeat the saving throw at the take 50 blugeoning damage.
end of each of its turn, ending the effect on a success.
Maw of the World eater / Swallow (Cost 2 Actions).
Tail. Melee Weapon Attack:_ +17 to hit, reach 20 ft., Jörmungandr uses either one of these abilities
one target. Hit: 54(7d12+9) bludgeoning damage.
Loki
Loki is the god of mischief, as well as fatherhood. He is referred to as the blood-brother of Odin. and is the father of Jörmungandr,
Fenrir, and Hel among others. He is a shapeshifter and his constant mischiefs led to the death of Baldr. He was then chained until
the day of Ragnarök, the end of the gods, where he will fight amongst the jotnar and face Heimdallr. Upon the field of Vígríðr, the
two will slay each other.

Loki
The God of Mischief Divine thief. Loki magically steals an item from each
creature he chooses in a 30ft radius, if the items is
Medium giant, Chaotic evil
being held, the owner must make a contested strength
Armor Class 19 (light armor) check against loki's dexterity check (sleight of hand).
Hit Points 305 (47d8 + 94)
Speed 40 ft. Actions
Giantkind Leader (recharge 5-6). Loki calls 1 Frost Giants
(Monster manual), appearing in an unoccupied space
STR DEX CON INT WIS CHA within 60ft of him and is completely devoted to him.
12 (+1) 20 (+5) 14 (+2) 26 (+8) 14 (+2) 22 (+6)
Divine thief. Loki magically steals an item from a
creature he can see, if the items is being held, the
Saving Throws Dex +12, Int +15, Cha +13 owner must make a contested strength check against
Skills Acrobatics +12, Animal Handling +9, Arcana +15, loki's dexterity check (sleight of hand).
Deception +20, Persuasion +13, Sleight of Hand
+12, Stealth +19 Firebolt. Ranged Spell Attack: +15 to hit, range 120
Damage Resistances bludgeoning, piercing, and feet ft, one target. Hit: 35 (5d10 + 8) fire damage.
slashing from nonmagical attacks Deceive. Loki speaks with incredible eloquence to a
Condition Immunities charmed, exhaustion, poisoned target within 120ft. This target has to succeed a DC 21
Senses truesight 120 ft., passive Perception 12 wisdom saving throw or be charmed until the end of its
Languages All, telepathy 120 ft. next turn. While charmed, the target is hostile to all
Challenge 23 (50,000 XP) creatures except The god and his allies.

Giantkind Liberator (1/day). Loki calls 3 Frost Giants Legendary Actions


(Monster manual), they are summoned in an
Loki can take 3 legendary actions, choosing from the
unoccupied space within 60ft of him and are
options below. Only one legendary action option can
completely devoted to him.
be used at a time and only at the end of another
Legendary Resistance (3/day). If Loki fails a saving throw, creature's turn. The god regains spent legendary
it can choose to succeed instead. actions at the start of its turn.
Innate Spellcasting. Loki's innate spellcasting ability is Firebolt. Loki uses his firebolt action.
Intelligence (spell save DC 23, +15 to hit with spell
attacks). It can innately cast the following spells, Deceive (Cost action). Loki uses his deceive action
requiring no material components: Spellcasting. Loki casts one of the following spells :
Major Image, Alter self, Disguise self, Sending, Mirror
At will: Major Image, Alter self, Disguise self, Sending, image, Nystul's magic aura
Mirror image, Nystul's magic aura
Spellcasting (Cost 2 Actions). Loki casts one of the
4/day : Mental prison, Greater invisibility, Polymorph
following spells : Mental prison, Greater invisibility,
1/day each: Mirage arcane, Project image,
Polymorph
Shapechange
Thor
Thor is the hammer-wielding god of thunder, lightning, storms, oak trees and strength, he is the son of odin and regarded as the
strongest aesir. He is a great warrior represented as a middle-aged man of enormous strength, an implacable foe to the harmful
race of giants but benevolent toward mankind.
It is said that the hammer, Mjölnir, is one of the most fearsome weapons in Asgard. It is what helps Thor boost his powers, and it
has many marvelous qualities, including that of returning to the thrower like a boomerang.
Among Thor's chief enemies is the world serpent Jörmungandr, the symbol of evil. During Ragnarök, Thor will kill and in turn be
killed by Jörmungandr.

Thor
The God of Thunder Legendary weapon. Thor's weapon attacks are magical.
In addition, while holding Mjöllnir in his hand, Thor has
Large humanoid, Lawful neutral
a flying speed of 80ft. Thor can summon his magical
Armor Class 21 (natural armor) hammer in his hand at any time.
Hit Points 483 (42d10 + 252)
Speed 40 ft. Actions
Multiattack. Thor makes 4 melee attacks, 2 ranged
attacks, or 2 melee attacks and 1 ranged attack with
STR DEX CON INT WIS CHA Mjöllnir
29 (+9) 20 (+5) 22 (+6) 12 (+1) 12 (+1) 18 (+4)
Hammer Whirlwind (recharge 5-6). Each creature within
20ft of Thor must make a DC22 dexterity saving throw
Saving Throws Str +17, Con +14, Cha +12 , taking 45 (8d10) bludgeoning damage and 45 (8d10)
Skills Athletics +17, Intimidation +12, Perception +9, lightning damage on a failed save, or half as much on a
Persuasion +12 successful one.
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks Mjöllnir. Melee or Ranged Weapon Attack: +17 to hit,
Damage Immunities lightning, thunder reach 10 ft. or range 120 ft., one target. Hit: 22 (2d12
Condition Immunities charmed, deafened, exhaustion, + 9) bludgeoning damage and 19 (3d12) lightning
frightened damage.
Senses passive Perception 19
Languages All Legendary Actions
Challenge 25 (75,000 XP) The monster can take 3 legendary actions, choosing
from the options below. Only one legendary action
Innate Spellcasting. The Thor's innate spellcasting ability option can be used at a time and only at the end of
is Constitution (spell save DC 22), +12 to hit with spell another creature's turn. The monster regains spent
attacks). It can innately cast the following spells, legendary actions at the start of its turn.
requiring no material components:
Mjöllnir. Thor attacks with Mjöllnir
At will: Thunderwave (6th level), Lightning bolt (5th Storm's Herald. Lightning strikes Thor, empowering his
level) next melee weapon attack, this effect last for 1 min or
Destructive Wrath (3/day). Thor wields the power of the until it has been used. His next melee weapon attack
storm with unchecked ferocity. When rolling lightning deals an additional 6d8 lightning damage.
or thunder damage, Thor can deal maximum damage, Lightning storm (Cost 2 Actions). Thor summons three
instead of rolling. bolts of lightning, each of which can strike a target
Legendary Resistance (3/day). If Thor fails a saving Thor can see within 120 feet of it. A target must make
throw, it can choose to succeed instead. a DC 22 Dexterity saving throw, taking 22 (4d10)
lightning damage on a failed save, or half as much
damage on a successful one.
Tempest (Cost 2 Actions). Thor casts a spell
Fenrir
Fenrir is a monstrous wolf, the son of Loki. He was tricked into a trap and chained by the gods as its size and ferocity became a
threat. It is foretold that Fenrir will be the one killing the god Odin during the events of Ragnarök where he'll break free, but will in
turn be killed by Odin's son Víðarr.

Fenrir
The Chained Wolf Ram. Melee Weapon Attack: +19 to hit, reach 5 ft, one
target. Hit: 32 (5d8 + 10) bludgeoning damage.
Gargantuan monstrosity, Chaotic evil
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft,
Armor Class 24 (natural armor) one target. Hit: 31 (6d6 + 10) bludgeoning damage.
Hit Points 717 (41d20 + 287)
Speed 80 ft. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft, one
target. Hit: 37 (6d8 + 10) piercing damage and 18
(4d8) necrotic damage. If the target is a creature, it is
STR DEX CON INT WIS CHA grappled (escape DC 25). Until this grapple ends, the
target is restrained, and the tarrasque can't bite another
30 (+10) 26 (+8) 25 (+7) 8 (-1) 24 (+7) 14 (+2) target
Swallow. Fenrir makes one bite attack against a Huge or
Saving Throws Str +19, Dex +17, Wis +16
smaller creature it is grappling. If the attack hits, the
Skills Intimidation +11, Investigation +8, Perception
target takes the bite's damage, the target is swallowed,
+25, Survival +16
and the grapple ends. While swallowed, the creature is
Damage Resistances necrotic; bludgeoning, piercing,
blinded and restrained, it has total cover against attacks
and slashing from nonmagical attacks
and other effects outside Fenrir, and it takes 49 (14d6)
Condition Immunities charmed, frightened, paralyzed,
acid damage at the start of each of Fenrir's turns. If
petrified
Fenrir takes 50 damage or more on a single turn from a
Senses truesight 120 ft., passive Perception 35
creature inside it, it must succeed on a DC 20
Languages —
Constitution saving throw at the end of that turn or
Challenge 29 (135,000 XP)
regurgitate all swallowed creatures, which fall prone in
a space within 15 feet of Fenrir. If Fenrir dies, a
Freedom of Movement. Fenrir ignores difficult terrain, swallowed creature is no longer restrained by it and can
and magical effects can't reduce its speed or cause it escape from the corpse by using 30 feet of movement,
to be restrained. It can spend 5 feet of movement to exiting prone.
escape from nonmagical restraints or being grappled.
Magic Weapons. Fenrir's weapon attacks are magical. Legendary Actions
Siege Monster. Fenrir deals double damage to objects The monster can take 3 legendary actions, choosing
and structures. from the options below. Only one legendary action
option can be used at a time and only at the end of
Charge. If Fenrir moves at least 60 ft. straight toward a another creature's turn. The monster regains spent
target and then hits it with a Ram attack on the same legendary actions at the start of its turn.
turn, the target takes an extra 31 (7d8) blugeoning
damage. If the target is a creature, it must succeed on a Attack. Fenrir makes one claw attack or Ram attack.
DC 27 Strength saving throw or be knocked prone. Move. Fenrir moves up to half its speed.
Legendary Resistance (3/day). If Fenrir fails a saving Chomp (Costs 2 Actions). Fenrir makes one bite attack
throw, it can choose to succeed instead. or uses its Swallow.
Actions Roar of the chained beast (Cost 2 Actions). Fenrir emits a
deafening roar. Each creature within 120 ft of Fenrir
Multiattack. Fenrir uses its Frightful Presence and must succeed on a DC 21 wisdom saving throw or take
makes 5 attacks attacks. 1 ram, 3 claws and 1 Bite ot 9 (2d8) psychic damage and be knocked prone and
swallow. deafened until the end of its next turn.
Frightful Presence. Each creature of Fenrir's choice that
is within 120 feet of Fenrir and aware of it must
succeed on a DC 19 Wisdom saving throw or become
frightened for 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 creature's saving
throw is successful or the effect ends for it, the
creature is immune to Fenrir's Frightful Presence for
the next 24 hours.
Draugr
The draugr are undead creatures carrying the stench of death with them.They that live in their graves, often guarding treasure
buried with them in their burial mound. They are reanimated corpses - unlike ghosts, they have a corporeal body with similar,
physical abilities as possessed in life. They possess enormous strength and many magical abilities.

Draugr
Undead Calamity Revenant. When the Draugr is killed, it comes back to
life 1 month later unless its head has been cut off, its
Medium undead, Neutral evil
body has been burned and its ashes scattered in the
Armor Class 17 (half plate) sea.
Hit Points 273 (26d8 + 156) Enlarge (At will). The Draugr can enlarge itself along
Speed 40 ft. with all its equipement, while unlarged, its size
becomes Huge, and its melee attacks gains a reach of
15ft and deals an additional d8.
STR DEX CON INT WIS CHA    The Draugr's weight stays equal to the weight of a
24 (+7) 14 (+2) 22 (+6) 16 (+3) 12 (+1) 7 (-2) huge creature no matter what form it is in.

Saving Throws Str +13, Con +12 Actions


Skills Arcana +9, Athletics +13, Intimidation +4, Stealth Multiattack. The Draugr makes 4 attacks, 1 crush or
+8 devour and 3 with its axe.
Damage Resistances cold, fire, lightning
Damage Immunities necrotic, poison; bludgeoning, Axe. Melee Weapon Attack: +13 to hit, reach 5 ft, one
piercing, and slashing from nonmagical attacks target. Hit: 20 (3d8 + 7) slashing damage and 14 (4d6)
Condition Immunities charmed, exhaustion, frightened, necrotic damage
poisoned Crush. Melee Weapon Attack: +13 to hit, reach 5 ft,
Senses darkvision 120 ft., tremorsense 60 ft., passive one target. Hit: 39 (5d12 + 7) bludgeoning damage. If
Perception 11 the target is a creature, it is Grappled (escape DC 21).
Languages — Until this grapple ends, the target is Restrained, and the
Challenge 20 (25,000 XP) Draugr can't crush another target.
Devour (Enlarged form). The Draugr makes one crush
Escape the Grave. The Draugr can burrow through
Attack against a Large or smaller creature it is
nonmagical, unworked earth and stone. While doing so,
Grappling. If the Attack hits, the target takes the
the Draugr doesn't disturb the material it moves
crush's damage, the target is swallowed, and the
through.
grapple ends. While swallowed, the creature is Blinded
Seer (2/day). When the Draugr rolls its initiative, it rolls and Restrained, it has total cover against attacks and
2 additional d20 and records the numbers rolled. The other Effects outside the Draugr, and it takes 24 (7d6)
Draugr can replace any attack roll, saving throw, or necrotic damage at the start of each of the Draugr's
ability check made by himself or a creature that it can turns.
see with one of these rolls. It can replace a roll in this    If the Draugr's size changes to medium or it takes
way only once per turn. 30 damage or more on a single turn from a creature
inside it, the Draugr must succeed on a DC 20
Innate Spellcasting. The Draugr's innate spellcasting Constitution saving throw at the end of that turn or
ability is Intelligence (spell save DC 17, +9 to hit with regurgitate all swallowed creatures, which fall prone in
spell attacks). It can innately cast the following spells, a space within 10 feet of the Draugr. If the Draugr dies,
requiring no material components: a swallowed creature is no longer Restrained by it and
can escape from the corpse by using 30 feet of
At will: Darkness, Alter Self Movement, exiting prone.
3/day: Bestow curse (5th level), Cloudkill
1/day each: Planeshift (self only) , Control Weather
Surt
Surt is a giant, Guarding the frontier of the fiery realm 'Muspell', and leader of 'muspell's sons'that will follow him during
Ragnarok. Surt is foretold as being a major figure during the events of Ragnarök, carrying his bright sword, he will go to battle
against the gods and the flames that he brings forth will engulf the Earth, leaving nothing behind.

Surt
Ender of Worlds Actions
Gargantuan giant, any alignment Multiattack. Surt makes 4 greatsword attacks or throw 2
molten boulders
Armor Class 16 (natural armor)
Hit Points 577 (33d20 + 231) Surt's Greatsword. Melee Weapon Attack: +16 to hit,
Speed 60 ft. reach 15 ft., one target. Hit: 30 (5d8 + 8) bludgeonin
damage and 18 (4d8) fire damage.
STR DEX CON INT WIS CHA Molten Boulder. Ranged Weapon Attack: +16 to hit,
range 30/90 ft., one target. Hit: 39 (7d8 + 8)
27 (+8) 9 (-1) 24 (+7) 18 (+4) 17 (+3) 20 (+5) bludgeoning damage and 21 (6d6) fire damage.
Muspell's Legion (1/day). Surt summons 4 Fire Giants in
Saving Throws Str +16, Dex +7, Con +15, Cha +13
an occupied space within 60ft of himself.
Skills Athletics +16, History +12, Insight +11,
Intimidation +13, Perception +11 The Burning End (recharge 5-6). Surt drives his
Damage Resistances cold; bludgeoning, piercing, and greatsword into the ground, creating a burst of light
slashing from nonmagical attacks and fiery energy that ripples outward from him. Each
Damage Immunities fire, radiant creature within 60 feet of Surt must succeed on a
Condition Immunities charmed, frightened Constitution saving throw or take 40 (9d8) fire
Senses passive Perception 21 damage, as well as 40 (9d8) radiant damage, and be
Languages Common, Giant blinded until the end of its next turn. A creature that
Challenge 27 (105,000 XP) succeeds on its saving throw takes half as much
damage and isn’t blinded.
Magic Weapons. Surt's weapon attacks are magical and
its Greatsword emits a bright light in a 60 ft radius. Legendary Actions
The monster can take 3 legendary actions, choosing
Heated Body. A creature that touches Surt or hits it
from the options below. Only one legendary action
with a melee attack while within 5 ft feet of it takes 18
option can be used at a time and only at the end of
(4d8) fire damage.
another creature's turn. The monster regains spent
Siege Monster. Surt deals double damage to objects legendary actions at the start of its turn.
and structures.
Move. Surt moves up to half its speed.
Legendary Resistance (3/day). If the surt ender of worlds
fails a saving throw, it can choose to succeed instead. Attack. Surt makes a greatsword attack.
Innate Spellcasting. Surt's innate spellcasting ability is Spellcasting (Cost 2 Actions). Surt casts a spell.
Charisma (spell save DC 21, +13 to hit with spell Throw (Cost 2 Actions). Surt uses Molten Boulder.
attacks). It can innately cast the following spells,
requiring no material components:

At will: Fireball
4/day: Wall of fire, Immolation, Firestorm
Valkyries
Valkyries are a group of maidens who served the god Odin and were sent by him to the battlefields to choose the slain who were
worthy of a place in Valhalla. Valkyries had the power to cause the death of the warriors they did not favour and guarded the lives
and ships of those dear to them. They were fearsome mounted warriors generally depicted mounting pegasus to the battlefields
accross the sky and the sea. The Valkyries are destined to fight beside Odin during Ragnarok.

Heroine Valyrie
Chooser of the Slain Magic Weapons. The Valkyrie's weapon attacks are
magical. and its spear emits a bright light in a 60ft
Medium humanoid, Lawful good
radius
Armor Class 19 (half plate, shield) Innate Spellcasting. The Vakyrie's innate spellcasting
Hit Points 280 (33d8 + 132) ability is Charisma (spell save DC 18, +10 to hit with
Speed 40 ft., fly 40 ft. spell attacks). It can innately cast the following spells,
requiring no material components:
STR DEX CON INT WIS CHA At will: Speak with the Dead, Gentle repose
20 (+5) 20 (+5) 18 (+4) 13 (+1) 14 (+2) 18 (+4) 3/day: Revivify
1/day: Holy weapon
Saving Throws Str +11, Dex +11, Wis +8
Skills Acrobatics +11, Animal Handling +8, Athletics Actions
+11, Insight +8 Multiattack. The Valkyrie makes four attacks, one with
Damage Resistances necrotic; bludgeoning, piercing, its wings, 2 with its spear and 1 shield bash.
and slashing from nonmagical attacks
Condition Immunities charmed, frightened Steel wing strike. The valkyrie makes a Melee Weapon
Senses passive Perception 12 Attack: +11 to hit, against every creature in a 5ft.
Languages — radius. dealing 26 (6d6 + 5) slashing damage on a hit.
Challenge 20 (25,000 XP) Spear. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 22 (5d6 + 5) piercing damage and 10
Chooser of the slain (1/day). The valkyrie marks a target (3d6) radiant damage.
it can see for 1 hour. for the duration, the valkyrie has
advantage on all melee attacks against the marked Shield bash. Melee Weapon Attack: +11 to hit, reach 5
creature. ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.
on a hit, the target must succeed a DC 19 strength
Riding the storm. Any creature the valkyrie mounts saving throw or be pushed 5ft and falling prone.
gains a flying speed equal to its walking speed, and a
bonus of +2 to its AC. Reactions
    In addition, the valkyrie has advantage on saving Favor the brave. When a creature that the Valkyrie can
throws made to avoid falling off its mount. see makes an attack roll, it can use its reaction to grant
    Finally, mounting or dismounting a creature costs that creature a +10 bonus or a -5 malus to the roll,
the valkyrie only 5 feet of movement, rather than half after it has been
its speed.
Hræsvelg
Hræsvelg is a giant with the body of a guargantuan eagle, lurking over the realm of the deads pecking at the poor souls ending
here. His wings were said to be so wide, they produced an ice cold wind spreading all over Helheim.

Hræsvelg
The corpse swallower Beak. Melee Weapon Attack: +16 to hit, reach 5 ft., one
target. Hit: 30 (6d6 + 9) piercing damage and 14
Gargantuan giant, unaligned
(4d6) necrotic damage. If the target is a creature, it is
Armor Class 21 (natural armor) Grappled (escape DC 19). Until this grapple ends, the
Hit Points 496 (32d20 + 160) target is Restrained, and Hræsvelg can't use its beak on
Speed 30 ft., fly 120 ft. another target.
Swallow. Hræsvelg makes one beak attack against a
Large or smaller creature it is grappling. If the attack
STR DEX CON INT WIS CHA hits, the target takes the beak's damage, the target is
28 (+9) 18 (+4) 20 (+5) 9 (-1) 20 (+5) 12 (+1) swallowed, and the grapple ends. While swallowed, the
creature is blinded and restrained, it has total cover
Saving Throws Dex +11, Con +12, Wis +12 against attacks and other effects outside Hræsvelg, and
Skills Perception +12, Stealth +11, Survival +12 it takes 54 (12d8) necrotic damage at the start of each
Damage Resistances bludgeoning, piercing, and of Hræsvelg's turns. If Hræsvelg takes 45 damage or
slashing from nonmagical attacks more on a single turn from a creature inside it,
Damage Immunities cold, necrotic Hræsvelg must succeed on a DC 20 Constitution
Condition Immunities charmed, frightened saving throw at the end of that turn or regurgitate all
Senses darkvision 120 ft., passive Perception 22 swallowed creatures, which fall prone in a space within
Languages — 10 feet of Hræsvelg. If Hræsvelg dies, a swallowed
Challenge 23 (50,000 XP) creature is no longer restrained by it and can escape
from the corpse by using 30 feet of movement, exiting
prone.
Legendary Resistance (3/day). If the hræsvelg - the
corpse swallower fails a saving throw, it can choose to Talons. Melee Weapon Attack: +16 to hit, reach 10 ft.,
succeed instead. one target. Hit: 26 (5d6 + 9) piercing damage and 18
(4d8) cold damage.
Magic Weapons. Hræsvelg's weapon attacks are
magical. Legendary Actions
The monster can take 3 legendary actions, choosing
Actions from the options below. Only one legendary action
Winds of Hel (Recharge 5-6). While flying, Hræsvelg option can be used at a time and only at the end of
beats its wings. Each creature within 60 ft. of Hræsvelg another creature's turn. The monster regains spent
must succeed on a DC 24 Constitution saving throw or legendary actions at the start of its turn.
take 45 (10d8) cold damage and 45 (10d8) necrotic
damage (halved on a success). If the creature fails the Detect. Hræsvelg makes a Wisdom (Perception) check.
saving throw by 5 or more, its hit point maximum is Attack. Hræsvelg makes a talons attack.
reduced by an amount equal to the necrotic damage
taken. This reduction lasts until the target finishes a Corpse swallower (Cost 2 Actions). Hræsvelg makes a
long rest. The target dies if this effect reduces its hit beak or swallow attack.
point maximum to 0. Rip souls (Cost 2 Actions). Hræsvelg targets up to 2
humanoid within 120 feet of it that have been dead for
Multiattack. Hræsvelg uses its Frightful presence and
no longer than a day. The target's spirit rises as a wraith
makes three attacks, one with its Beak or swallow, and
in the space of its corpse or in the nearest unoccupied
2 with its talons.
space. The wraith is under Hræsvelg's control.
Frightful Presence. Each creature of the Hræsvelg's Hræsvelg can have no more than 7 wraiths under its
choice that is within 120 feet and aware of it must control at one time.
succeed on a DC 20 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the Wing Attack (Costs 2 Actions). Hræsvelg beats its wings.
saving throw at the end of each of its turns, ending the Each creature within 20 ft. of Hræsvelg must succeed
effect on itself on a success. If a creature's saving on a DC 24 Dexterity saving throw or take 16 (2d6 +
throw is successful or the effect ends for it, the 9) bludgeoning damage, 7 (2d6) cold damage. and be
creature is immune to the Hræsvelg's Frightful knocked prone. The Hræsvelg can then fly up to half its
Presence for the next 24 hours. flying speed.

Cover Art by Luca Lonardi : Follow me on twitter to be aware of the


https://www.artstation.com/lucalonardiart latest releases : https://twitter.com/Zehus7

You might also like