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Hirvi

Hirvi are mythical constructs fashioned in the likeness of


moose, elk, or reindeer, composed of wood, branches, and Mythological Inspiration
grass. Within their intricately knotted and woven bodies The hiirvi here are inspired by creatures from
shines a faint light, centered around a small fire that Finnish folklore. However, the master hiirvi
animates them and captivates any who behold it. These (described later in the document) are a blend of
creatures roam the frozen forests and tundras of the world, inspirations from Finnish folklore and Innu
serving as guides to travelers, leading them either to safety or mythology.
to perilous, icy ends.
Regarded as lost constructs, legends suggest that the hirvi
were crafted by ancient tribes who ventured into the
harshest, frozen reaches of the world, where scarcity made
traditional beasts of burden impractical. The creators of the Hiiden Hirvi
hirvi, skilled artificers, designed them to endure the extreme The hiiden hirvi, also known as the Goblin’s Elk, is a darker
cold and to protect the tribe from the harsh climate. The fate counterpart to the benign Hirvi constructs. These variants
of these pioneering tribes and the origins of the hirvi remain are the creation of malevolent entities residing in the darkest,
shrouded in mystery. coldest reaches of the world. They emerged when ancient
Guides and Guardians. Hirvi are now encountered tribes ventured into these forbidding territories with the
wandering the frigid regions of the world, where they may assistance of their hirvi constructs. It is believed that these
come across travelers in need. Upon finding such individuals, malevolent forces crafted their own versions of the hirvi as a
a hirvi offers assistance, either by guiding them to safety or cruel means of mocking the incoming tribes.
by allowing them to warm themselves by its side for a while. Unlike the hirvi, which houses a warm, glowing fire in its
The warmth and light emanating from a hirvi's core not only chest, the hiiden hirvi's chest emits a dim blue light. This
possess the ability to heal frostbite and wounds within eerie luminescence chills anything it touches. Moreover, the
minutes but also imbue those in its presence with a invigorating effect associated with the light of a typical hirvi is
revitalizing effect. This vitality enables those who bask in the perverted in the hiiden hirvi; instead of revitalizing those who
hirvi's light to endure and navigate through the harshest cold, see it, this light instills an irresistible urge to follow the
pushing onward to safety. After providing aid, a hirvi creature. The hiiden hirvi exploits this compulsion, luring its
invariably returns to the secluded cold of the wilderness, victims into deadly snowdrifts and blizzards, turning it into a
disappearing as mysteriously as it appeared. perilous beacon in the frozen wilderness.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hirvi Charge. If the hirvi moves at least 20 ft. straight toward
a target and then hits it with a Gore attack on the same
Large construct, unaligned
turn, the target takes an extra 7 (2d6) piercing damage.
If the target is a creature, it must succeed on a DC 15
Armor Class 16 (natural armor) Strength saving throw or be knocked prone.
Hit Points 114 (12d10+48)
Speed 60 ft. Ice Walk. The hirvi can move across and climb icy
surfaces without needing to make an ability check, and
icy surfaces can't cause it to fall prone. Additionally,
STR DEX CON INT WIS CHA difficult terrain composed of ice or snow doesn't cost
it extra movement.
20 (+5) 16 (+3) 18 (+4) 6 (-2) 16 (+3) 14 (+2)
Actions
Saving Throws Str +8, Dex +6 Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Skills Survival +6, Perception +6 target. Hit: 12 (2d6 + 5) piercing damage.
Damage Immunities cold
Condition Immunities charmed, exhaustion, frightened, Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
paralyzed, petrified one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Senses darkvision 120 ft., passive Perception 16
Languages understands the languages of its creator but Bonus Actions
can't speak Guiding Warmth (3/Day). The hirvi chooses a creature
Challenge 5 (1,800 XP) Proficiency Bonus +3 other than itself that can see it within 120 feet of it.
That creature may use its reaction to move up to its
Aura of Warmth. The hirvi sheds dim light out to 20 movement speed towards the hirvi without provoking
feet. Friendly creatures within the light have resistance attacks of opportunity. This movement is not reduced
to cold damage and advantage on Constitution saving by levels of exhaustion. If the target ends this
throws that would deal cold damage on a failed save. movement within 20 feet of the hirvi, it regains 7 (3d4)
Additionally, if a creature spends its whole short rest in hit points and has a level of exhaustion removed.
the light and regains hit points at the end of the short
rest by spending one or more Hit Dice, each of those Reactions
creatures regains an extra 1d4 hit points for each hit Back Kick. If a creature makes an opportunity attack
dice they spend during the rest. against the hirvi, the hirvi may make a Hooves attack
against the creature with disadvantage after the attack.

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Hiiden Hirvi Ice Walk. The hirvi can move across and climb icy
surfaces without needing to make an ability check, and
Large construct, unaligned
icy surfaces can't cause it to fall prone. Additionally,
difficult terrain composed of ice or snow doesn't cost
Armor Class 16 (natural armor) it extra movement.
Hit Points 114 (12d10+48)
Speed 60 ft. Actions
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d6 + 5) piercing damage.

20 (+5) 16 (+3) 18 (+4) 6 (-2) 16 (+3) 14 (+2) Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Saving Throws Str +8, Dex +6
Skills Survival +6, Perception +6
Bonus Actions
Damage Immunities cold Luring Chase (3/Day). The hirvi targets one creature it
Condition Immunities charmed, exhaustion, frightened, can see within 120 feet of itself. The target must make
paralyzed, petrified a DC 14 Wisdom saving throw or become obsessed
Senses darkvision 120 ft., passive Perception 16 with hunting the hirvi until the hirvi uses this ability
Languages understands the languages of its creator but again. An obsessed creature knows the hirvi's location
can't speak if they are on the same plane of existence and cannot
Challenge 5 (1,800 XP) Proficiency Bonus +3 be slowed by exhaustion. If the target is more than 10
feet away from the hirvi, it must move on its turn
Aura of Numbing. The hirvi sheds dim light out to 20 toward the hirvi by the most direct route, trying to get
feet. Creatures that regain hit points within the light within 10 feet, and can then take the rest of its turn as
regain only half that amount. Any creature that ends its normal. The creature doesn't avoid opportunity attacks,
turn in the light must make a DC 14 Constitution but before moving into damaging terrain or whenever it
saving throw. On a failed save, a creature takes 7 (3d4) takes damage from a source other than the hirvi, the
cold damage and gains a level of exhaustion, and on a target can repeat the saving throw. An obsessed target
success, it takes half as much damage and does not can also repeat the saving throw at the end of each of
suffer a level of exhaustion. Creatures immune to cold its turns, ending the effect on itself on a success. A
damage are immune to this aura's effects. target that successfully saves is immune to this hirvi's
Luring Chase for 24 hours.
Charge. If the hirvi moves at least 20 ft. straight toward
a target and then hits it with a Gore attack on the same Reactions
turn, the target takes an extra 7 (2d6) piercing damage. Back Kick. If a creature makes an opportunity attack
If the target is a creature, it must succeed on a DC 15 against the hirvi, the hirvi may make a Hooves attack
Strength saving throw or be knocked prone. against the creature with disadvantage after the attack.

New Condition: Obsessed


The creature becomes fixated on a creature or object,
which becomes a source of its obsession. Being
obsessed has the following effects on a creature:
While the creature can see a source of its
obsession, it can't target any creature or
object with an attack, spell, or ability
except for a source of its obsession.
While the creature can see a source of
its obsession, it can't cast spells or use
abilities that target an area (such as the
fireball spell) unless a source of its
obsession is in that area.
The creature can't willingly move away
from a source of its obsession.

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Master Hirvi Beyond physical prowess, these hirvi are more intelligent and
cunning than any deer and hold complete obedience and
In rare instances, a hirvi experiences a profound sense of loyalty from the herd. This allows the hirvi to lead its herd
longing and loneliness, driving it to seek companionship with remarkable coordination, evading hunters' traps or even
beyond its solitary existence in the frozen wastes. These orchestrating counterattacks against local populations.
unique hirvi are drawn to deer herds, where they find a sense Many who live near a herd protected by a master hirvi
of kinship. Over time, they integrate themselves into these choose not to confront the creature, recognizing that only
herds, forming deep attachments and becoming fiercely legendary hunters could possibly challenge such a formidable
protective of their new companions. The herd gradually leader, especially with the support of its kin. Instead, many
accepts the hirvi as one of its own, marking a transformation locals come to revere the hirvi, building shrines and offering
in the hirvi. It becomes a guardian of the group, and its tributes to it and its herd. In some cases, the master hirvi may
powers evolve beyond those of a solitary hirvi. The magic it permit limited hunting of its kind, on the condition that their
emanates adapts to the needs of the herd, allowing the hirvi habitat is respected, preserved, and safeguarded against
to spend lifetimes caring for its adopted family. external threats beyond the hirvi's control.
These hirvi guard their surrogate herds with unparalleled However, there are instances where master hirvi become
ferocity, defending them against predators, including overzealous, disrupting the natural balance of their
humanoid hunters. The enhanced physical endurance and territories. Predators such as wolves may begin to starve,
strength of a master hirvi set it apart from its kin, and the unable to prey on the protected herds. Human settlements
light it emits can deflect the arrows and spears of hunters. can be devastated, trampled under the hooves of caribou or
Furthermore, the hirvi can imbue members of its herd with elk herds, forcing residents to flee their homes. In response
extraordinary vigor, turning even a caribou's charge into a to these disruptions, druids or other guardians of nature
deadly force capable of pulverizing bone. often seek adventurers to address the imbalance, aiming to
curb the overly protective instincts of these master hirvi and
restore harmony to the land.

Master Hirvi Hunter's Bane. Other friendly creatures within the light
created by the hirvi's Aura Of Warmth have resistance
Large construct, unaligned
to damage from ranged attacks made from outside the
light. Additionally, if another friendly creature within the
Armor Class 16 (Natural Armor) light is subjected to an effect that allows it to make a
Hit Points 114 (12d10+48) Dexterity saving throw to take only half damage, it
Speed 60 ft. instead takes no damage if it succeeds on the saving
throw, and only half damage if it fails.
STR DEX CON INT WIS CHA Ice Walk. The hirvi can move across and climb icy
surfaces without needing to make an ability check, and
20 (+5) 16 (+3) 18 (+4) 8 (-1) 18 (+4) 14 (+2) icy surfaces can't cause it to fall prone. Additionally,
difficult terrain composed of ice or snow doesn't cost
Saving Throws Str +8, Dex +6, Int +2 it extra Movement.
Skills Survival +7, Perception +7
Damage Immunities cold Actions
Condition Immunities charmed, exhaustion, frightened, Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one
paralyzed, petrified target. Hit: 19 (4d6 + 5) piercing damage.
Senses darkvision 120 ft., passive Perception 16
Languages Giant Elk, Druidic, Understands Elvish, and Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Sylvan but can't speak them one target. Hit: 23 (4d8 + 5) bludgeoning damage. If
Challenge 7 (2,900 XP) Proficiency Bonus +3 the target is a creature, it must succeed on a DC 16
Charisma Saving Throw or become Obsessed with the
Aura of Warmth. The hirvi sheds dim light out to 20 Master hirvi until the end of its next turn.
feet. Friendly creatures within the light have resistance
to cold damage and advantage on Constitution saving Bonus Action
throws that would deal cold damage on a failed save. Might of the Herd (3/Day). The hirvi chooses a beast
Additionally, if a creature spends its whole short rest in that can see it within 120 feet of it, infusing it with
the light and regains hit points at the end of the short power. Until the start of the hirvi's next turn, the
rest by spending one or more Hit Dice, each of those target’s speed increases by 20 feet, it gains advantage
creatures regains an extra 1d4 hit points for each hit on its next attack roll, and the attack also deals an
dice they spend during the rest. additional 13 (3d8) force damage. A creature hit by the
attack has disadvantage on Strength saving throws
Charge. If the hirvi moves at least 20 ft. straight toward
caused by the attack.
a target and then hits it with a Gore attack on the same
turn, the target takes an extra 18 (4d8) piercing Reactions
damage. If the target is a creature, it must succeed on a
DC 16 Strength saving throw or be knocked prone. Back Kick. If a creature makes an opportunity attack
against the hirvi, the hirvi may make a Hooves attack
against the creature with disadvantage after the attack.
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Hirvi Adventure Hooks Hirvi Tactics
d6 Plot Hook Hirivi utilize hit-and-run tactics. They charge in with their
The Hirvi's Call: A hirvi mysteriously appears in dreams
horns before running out of reach to repeat the process on
of the adventurers, leading them on a journey to a their next turn, using their Back Kick against anyone who
remote and frozen land where they discover an ancient makes an opportunity attack against them. Additionally, they
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threat awakening from the ice. The adventurers must can use their Guiding Warmth ability to help position allies,
work alongside the hirvi to thwart this resurgence such as by pulling vulnerable targets out of danger or helping
before it can unleash a frozen calamity upon the world. melee creatures get into combat.
The Hirvi Migration: Once in a generation, the hirvi Hiiden Hirvi Tactics
undertake a great migration to a sacred site known Hiiden hirvi do best in perilous combat environments, such
only to them. This event, steeped in mystery and as snowstorms, icy lakes, or areas with significant obscurity
2 magic, attracts various factions interested in the Hirvi's or hazards. They prefer ambush tactics and will try to single
powers. The adventurers are hired to protect the Hirvi out and isolate vulnerable targets from a group, such as
from poachers and other threats during their journey,
leading them across harsh, icy landscapes.
fragile spellcasters.
A Trail Gone Cold: Travelers have been disappearing in a Wearing Down Pursuers
region rumored to be patrolled by a Hiiden Hirvi. The The signature tactic of the hiiden hirvi is to wear down foes
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party is tasked with tracking down this malevolent while goading them into pursuit. Below are a few things to
creature, uncovering the truth behind its creation, and keep in mind when the hirvi is being pursued.
finding a way to either reform or destroy it to prevent
further tragedies. Ensure that the pursuer is ending its turn in the hirvi's
aura.
Echoes of the Frozen Past: An artifact connected to the Don't engage in melee combat with a target that's a more
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ancient hirvi creators has been unearthed, awakening
long-dormant hiiden hirvi. The adventurers must
formidable melee fighter; such targets should be drawn
contain these threats while piecing together the
into pursuit.
artifact's history and its connection to the hirvi.
If a target not under the influence of Luring Chase is
catching up with the hirvi, use a charge attack to try and
**The Master Hirvi's Wrath: **A village on the edge of knock it prone before retreating out of range.
the wilderness faces relentless attacks by a herd of
deer, unusually coordinated and fierce, led by a master Master Hirvi Tactics
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hirvi. The adventurers must investigate the cause of Master hirvi command herds of creatures, such as elk,
the master hirvi's aggression, negotiate peace, or find a caribou, or other types of deer, and will usually have at least
way to safely relocate the herd. three creatures with it that can benefit from its abilities.
The Guardian's Successor: A dying master hirvi seeks Prioritize taking down ranged attackers.
the adventurers to find and guide its successor, leading Creatures enhanced with Might of the Herd should focus
6 them on a quest to locate a young hirvi and protect it on bringing down high-priority targets (such as ranged
from myriad dangers until it can grow and assume the attackers).
role of the new guardian of the tundra. Coordinate the herd's movement so they all benefit from
The Lost Artificers' Legacy: Adventurers are hired to Hunter's Bane; creatures should try to end their turn in
explore ancient ruins in the frozen tundra, rumored to the aura whenever possible.
be the last known dwelling of the artificers who
6 created the hirvi. They must navigate the treacherous Master Hirvi Retreat
terrain, uncover the history of these mythical How and when a master hirivi retreats can vary from one to
constructs, and perhaps discover dormant hirvi waiting the next. Some view themselves as too valuable to the herd's
to be reawakened. overall survival to risk death and will retreat if the battle
The Frozen Relic: An ancient artifact, said to be the key turns unfavorable, potentially sacrificing their fellow deer to
to controlling hirvi, is rumored to be hidden in the secure their escape. In contrast, other Hirvis are deeply
frozen depths of the wilderness. Competing factions committed to their herd, willing to sacrifice themselves to
6 seek the relic for their own purposes, and the ensure the safety and escape of the rest of their herd.
adventurers must brave the elements and the
guardians of the land, possibly including both hirvi and
hiiden Hirvi, to find the relic first.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hirvi Loot Master Hirvi Loot Table
The valuable items looted from hirvi will generally come from Looting Check Result or 1d20 + 5 Loot
whatever can be harvested from them. This harvesting can 1-8 1d6(3) 5gp Items
usually be done using a Wisdom (Survival) or Intelligence
(Nature) check. However, you may allow players proficient 9-15 1d6(3) 10gp Items
with specific tools to harvest items related to that tool. For 16-20 1 50gp Item
example, a character might make a Wisdom (Leathworker’s
Tools) check to harvest hide. 21-24 1 100gp Item
Alternatively, you can roll for the loot randomly using a flat 25+ 1d4(2) 100gp Items
modifier.
Hirvi Loot Tables Example Hiirvi Loot Names
The following tables describe the number of items and value You can give the different types of items unique names based
of those items the players are able to loot depending on the on their material and value to help differentiate them from
result of their check or the results of your roll. If they're one another. The following tables provide some example
making checks, you can have them make a separate check for names.
each creature they're looting or use one check for multiple Example Hiirvi Item Names
creatures at once to save time.
10gp
Hirvi & Hiiden Hirvi Loot Table 1d4 5gp Item Item 20gp Item 100gp Item
Looting Check Result or 1d20 + 5 Loot Glowing
1 Cracked Hirvi Glowing
1-7 1d4(2) 5gp Items Master Hirvi
(Bone) Hirvi Bone Bone Hirvi Bone
Bone
8-12 1d6(3) 5gp Items
2 Faded Hirvi Hirvi Radiant Radiant Master
13-18 1d4(2) 10gp Items (Essence) Mote Mote Hirvi Mote Hirvi Mote
19-22 1d6(3) 10gp Item Glowing
3 Tattered Hirvi Glowing
23+ 1d4(2) 20gp Items Master Hirvi
(Plant) Hirvi Moss Moss Hirvi Moss
Moss
Art Credit 4 Rotted Hirvi Hirvi Glowing
Glowing
Master Hirvi
Jegantha, the Wellspring - Chris Rahn, Wizards of the (Wood) Bone Bone Hirvi Bone
Bone
Coast
Vernal Sovereign - Aaron Miller, Wizards of the Coast
Shared Summons - Aaron Miller, Wizards of the Coast
Antler Skulkin - Dave Kendall, Wizards of the Coast

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Change Log
1.0.0
Document release
Referenced Content
New Condition: Obsessed 1.0.0

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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