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Yule Lads, “Mischievous Trollish Tricksters of Icelandic Folklore”

Yule lads 4
Create

The Yule Lads are a band of 13 mischievous, food-obsessed, and chaotic figures who emerge during the holiday season. Each has a unique quirk or obsession, from stealing sausages to slamming doors, and they are as comical as they are troublesome. These characters embody the blend of whimsy and menace found in Icelandic folklore, making them memorable figures for tales of holiday mischief.

Appearance

The Yule Lads are 13 scruffy and distinctive troll-like figures, each bearing unique traits. They are often depicted as stocky and rugged, dressed in patchwork clothing suited to Iceland’s harsh winters. Their appearances vary, with some being grotesque and trollish (as in older folklore), while others have a more comical, Santa-like vibe in modern portrayals. Each Lad carries items related to his mischief—a meat hook for Ketkrókur, a long nose for Gáttaþefur, or bowls and spoons for Askasleikir and Þvörusleikir. Their unkempt beards, wild hair, and mismatched attire reflect their rustic mountain origins.

Behavior

The Yule Lads are notorious for their playful, often troublesome antics. While not inherently malicious, their pranks can range from mildly irritating to downright inconvenient. Each Lad exhibits a specific quirk, such as slamming doors, stealing leftovers, or sniffing out baked goods. Though mischievous, they are also part of a tradition of rewarding good behavior: they leave small gifts for well-behaved children but punish the naughty with rotting potatoes.

Habitat

The Yule Lads reside in the remote and forbidding Icelandic mountains, specifically in the caves near their monstrous mother, Grýla, and their lazy father, Leppalúði. Their home is a dark, rocky lair surrounded by snow and frost, filled with a mix of stolen goods, animal bones, and the echoes of their mischief. The desolate environment reflects their rugged personalities and isolation from human society.

Modus Operandi

The Yule Lads operate with cunning precision during the thirteen nights leading to Christmas. Each Lad arrives in sequence, starting on December 12th, targeting homes to enact their particular brand of mischief. They sneak into houses under cover of night, utilizing their unique abilities—like Door-Slammer’s stealthy slamming technique or Window-Peeper’s voyeuristic skills—to pilfer food or disturb the peace. Their visits are fleeting; they stay for 13 days before retreating to their mountain hideout.

Motivation

The Yule Lads’ mischief is driven by a mix of hunger, curiosity, and a desire to cause chaos. They are deeply tied to Icelandic folk traditions, embodying both the scarcity of resources in olden times and the need to explain unexplained phenomena. Their actions highlight the importance of vigilance, cleanliness, and good behavior, as they reward the diligent and punish the lazy. Their ties to their fearsome mother, Grýla—who eats naughty children—add an element of dark humor and cautionary undertones to their playful shenanigans.

  • Stekkjarstaur (Sheep-Cote Clod)
  • Giljagaur (Gully Gawk)
  • Stúfur (Stubby)
  • Þvörusleikir (Spoon-Licker)
  • Pottaskefill (Pot-Scraper)
  • Askasleikir (Bowl-Licker)
  • Hurðaskellir (Door-Slammer)
  • Skyrgámur (Skyr-Gobbler)
  • Bjúgnakrækir (Sausage-Swiper)
  • Gluggagægir (Window-Peeper)
  • Gáttaþefur (Doorway-Sniffer)
  • Ketkrókur (Meat-Hook)
  • Kertasníkir (Candle-Stealer)
Stekkjarstaur (Sheep-Cote Clod)
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class: 14 (Natural Armor)
Hit Points: 119 (14d8 + 42)
Speed: 30 ft.


STRDEXCONINTWISCHA
19 (+4)10 (+0)16 (+3)7 (-2)12 (+1)8 (-1)

Saving Throws: Strength +7, Constitution +6
Skills: Perception +4, Stealth +2
Damage Resistances: Cold
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Giant, Common (broken)
Challenge: 6 (2,300 XP)


Traits

Sheepish Focus.
Stekkjarstaur is obsessed with sheep. He has advantage on Wisdom (Perception) checks to track sheep and can cast Animal Friendship (with sheep only) at will, using Wisdom as his spellcasting modifier. He cannot use this ability on creatures other than sheep.

Stiff-Legged.
Stekkjarstaur’s legs are awkward and stiff, making him prone to clumsiness. He has disadvantage on Dexterity saving throws and checks. Additionally, his speed is reduced by 10 feet when dashing or when traversing normal difficult terrain (such as thick brush or uneven ground). However, Stekkjarstaur moves through snow, ice, and rocky terrain without any movement penalty due to his Mountain Strider ability.

Mountain Strider.
Stekkjarstaur can move across difficult terrain made of snow, ice, or rock without expending extra movement. This ability overrides the penalty caused by Stiff-Legged when in rocky or icy terrain.

Trollish Toughness.
Stekkjarstaur has advantage on saving throws against poison and resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.


Actions

Multiattack.
Stekkjarstaur makes two attacks: one with his Crooked Crook and one with his Stomp.

Crooked Crook.
Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 16 (2d8 + 4) bludgeoning damage. On a hit, the target must succeed on a DC 14 Strength saving throw or be knocked prone. Stekkjarstaur can also use the Crooked Crook to pull a creature toward him (up to 30 feet).

Stomp.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target (prone target only).
Hit: 20 (3d8 + 4) bludgeoning damage. This attack only succeeds if the target is prone.

Sheep Stampede (Recharge 5–6).
Stekkjarstaur summons a spectral herd of sheep that stampedes in a 30-foot line, 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a successful save. Creatures that fail the saving throw are knocked prone.

Sheep’s Wrath (Recharge 6).
As an action, Stekkjarstaur can call upon the spirit of a particularly vengeful sheep. The spirit materializes and attacks a target within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Trollish Mischief (1/Day).
Stekkjarstaur can cause mischief in a 20-foot radius centered on himself. All creatures within this area must succeed on a DC 13 Intelligence saving throw or be affected by the Tasha’s Hideous Laughter spell 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.


Reactions

Stubborn Resolve.
When Stekkjarstaur takes damage from a melee attack, he can use his reaction to reduce the damage by 10 (2d10) if he is standing on icy or rocky terrain. This damage reduction applies only when he is in his preferred environments.


Tactics

  • Focus on Sheep: Stekkjarstaur is deeply obsessed with sheep, often targeting them as part of his combat tactics. If sheep are present, he will likely summon his Sheep Stampede and Sheep’s Wrath abilities to cause maximum disruption. The stampede is especially effective against clustered enemies.
  • Disrupting and Knocking Prone: Stekkjarstaur will use his Crooked Crook to knock enemies prone and then capitalize on that by stomping them into the ground with his Stomp attack, maximizing his damage potential.
  • Mischievous Interference: If surrounded or in a tight spot, Stekkjarstaur will use Trollish Mischief to confuse and incapacitate enemies with laughter, hindering their ability to focus and counterattack.
  • Environmental Advantage: Stekkjarstaur is most dangerous in icy, rocky, or snowy environments, where his Mountain Strider allows him to navigate unhindered while his enemies are slowed by difficult terrain. He will position himself near such terrain to make the most of his mobility advantage.
  • Retreat if Overpowered: If Stekkjarstaur is overwhelmed, he will attempt to retreat to difficult terrain, such as a rocky outcrop or snowdrift, where he can move more freely while his enemies struggle to catch up.

Environment and Mood

Stekkjarstaur is found in rugged, cold, and snowy environments, such as mountain ranges, highlands, or the Icelandic wilderness. The atmosphere is typically harsh and chilly, with howling winds and the occasional distant bleat of sheep. The landscape feels isolated and desolate, with large rocky hills or snowdrifts giving Stekkjarstaur plenty of opportunities to hide or set up ambushes.

Yule lad
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class 15 (Natural Armor)
Hit Points 84 (8d8 + 48)
Speed 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)22 (+6)8 (-1)12 (+1)10 (+0)

Saving Throws Con +9, Wis +4
Skills Stealth +6, Perception +4
Damage Resistances Cold, Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant, Common
Challenge 4 (1,100 XP)


Traits

Gully Dweller.
Giljagaur is most comfortable in gullies, ravines, or natural lowlands. When within 30 feet of difficult terrain such as gullies, rocks, or dense underbrush, Giljagaur has advantage on Stealth checks and can use disengage as a bonus action.

Milk Thief.
Giljagaur has a special obsession with milk. If a creature is carrying milk or has milk within 30 feet of them (such as in a pouch or a flask), Giljagaur can use his bonus action to steal it. The target must succeed on a DC 14 Wisdom saving throw or become charmed by Giljagaur for 1 hour. While charmed, the creature is compelled to offer Giljagaur more milk if they have any and cannot harm him.

Regeneration.
Giljagaur regains 10 hit points at the start of his turn if he has at least 1 hit point remaining. If Giljagaur takes fire or acid damage, this trait doesn’t work on his next turn.

Sneaky Stealth.
Giljagaur is an adept thief. When he takes the Hide action and successfully hides, he can take a bonus action to steal a small object or food (including milk) from a creature within 5 feet, without the creature noticing unless it succeeds on a DC 14 Perception check.


Actions

Multiattack.
Giljagaur makes two Claw attacks, or one Claw and one Milk Thief attack.

Claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 3) slashing damage.

Milk Thief.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: The target must succeed on a DC 14 Dexterity saving throw or lose milk (or other liquid) from their possession. If the target is carrying milk or liquid, they must also succeed on a DC 14 Constitution saving throw or be charmed by Giljagaur for 1 hour, losing all intent to harm him.

Rock Throw.
Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target.
Hit: 14 (2d8 + 3) bludgeoning damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.

Gullible Trickster (Recharge 5-6).
Giljagaur can attempt to deceive one creature within 30 feet as a bonus action. The creature must succeed on a DC 14 Wisdom saving throw or become charmed by him for 1 minute. While charmed, the creature is convinced that Giljagaur means no harm, even though he might try to steal their food, milk, or trinkets. The charm ends early if the creature witnesses Giljagaur attacking them or their allies.


Reactions

Quick Hide.
When Giljagaur takes damage from a ranged attack, he can use his reaction to immediately move 10 feet toward nearby concealment (such as rocks, trees, or a gully). The creature making the ranged attack has disadvantage on the next attack roll against Giljagaur.


Tactics

  • Stealthy Approach: Giljagaur prefers to ambush from hidden positions in gullies or rocky terrain, making use of his Gully Dweller and Sneaky Stealth abilities to remain hidden while stealing food, milk, or causing mischief.
  • Milk Thief: Giljagaur focuses on stealing milk or food from nearby creatures. He uses the Milk Thief ability to charm creatures, leading them into a false sense of security. If a creature tries to fight back, he will rely on his Quick Hide reaction and regeneration to escape.
  • Trickery Over Combat: Rather than directly attacking, Giljagaur prefers to use Gullible Trickster to deceive and confuse enemies, making them more likely to allow him to steal food. He might also use Rock Throw to cause distractions or slow down enemies who pursue him.
  • Regeneration and Retreat: If a fight turns unfavorable, Giljagaur will use his Regeneration to recover health while retreating into the terrain to hide. His Quick Hide reaction lets him escape attacks, allowing him to fight another day.
  • Distraction and Mischief: If there are multiple enemies, Giljagaur may use Milk Thief on one opponent to charm them, turning them into an unwitting ally. Meanwhile, he continues to hide or create confusion to escape if the situation turns dangerous.

Description

Giljagaur, or Gully Gawk, is a mischievous and sneaky troll that enjoys stealing milk from the unknowing. Standing at around 7 feet tall, with a lanky frame, dirty skin, and a grin full of trickery, he often lurks in gullies or ravines, blending into the landscape with ease. His clothes are ragged and stained from his constant mischief and obsessive food-stealing tendencies. With his large, clawed hands, he is capable of both scaring and snatching whatever he wants, particularly drawn to dairy products.

Giljagaur is not a mindless brute; his true power lies in his sneaky nature and ability to deceive. He uses his quick reflexes, regeneration, and charming tricks to outwit and confuse his enemies, making him a difficult opponent to deal with. Whether lurking in the shadows or jumping out to steal a quick snack, Giljagaur remains a persistent nuisance that delights in causing trouble for those around him.

Yule Lad - Þvörusleikir (Spoon-Licker)
Create

Small Giant (Troll), Chaotic Neutral


Armor Class 13 (Natural Armor)
Hit Points 40 (6d6 + 18)
Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)14 (+2)16 (+3)8 (-1)10 (+0)12 (+1)

Saving Throws DEX +4, CON +5
Skills Stealth +6, Perception +2
Damage Resistances Cold, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Giant, Common
Challenge 2 (450 XP)


Traits

Wooden Spoon Mastery.
Þvörusleikir is skilled in using a wooden spoon as a weapon. His Spoon Slap attack deals bludgeoning damage and on a hit, the target must succeed on a DC 12 Constitution saving throw or be stunned until the start of Þvörusleikir’s next turn as the force of the blow disorients them.

Sticky Tongue.
Þvörusleikir has a long, sticky tongue that he uses to grab objects. As an action, he can use his tongue to steal a small object (such as a spoon, bowl, or food item) from a creature within 10 feet, requiring the target to succeed on a DC 12 Dexterity saving throw or lose the object to Þvörusleikir. When he successfully steals an object, he immediately regains 5 hit points.

Small Stature.
Þvörusleikir is small and agile, able to hide in tight spaces. He can move through spaces as narrow as 1 foot wide without squeezing and is immune to being grappled by creatures larger than him.

Quick Reflexes.
Þvörusleikir can use his reaction to dodge when attacked. If a creature within 5 feet of him makes a melee attack, he can use his reaction to impose disadvantage on the attack roll. This can happen once per turn.


Actions

Multiattack.
Þvörusleikir makes two Wooden Spoon Slap attacks or one Wooden Spoon Slap and one Sticky Tongue attack.

Wooden Spoon Slap.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) bludgeoning damage.
Effect: The target must succeed on a DC 12 Constitution saving throw or be stunned until the start of Þvörusleikir’s next turn.

Sticky Tongue (Recharge 5-6).
Þvörusleikir can use his Sticky Tongue to make a ranged attack against a creature within 20 feet.
Ranged Weapon Attack: +4 to hit, range 20 ft., one target.
Hit: 6 (1d6 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be pulled 10 feet toward Þvörusleikir. If the target is holding a spoon or any food-related object, it is also stolen.

Spoon Disarm (Bonus Action).
Þvörusleikir can use his wooden spoon to knock away a weapon or food-related item.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: The target must succeed on a DC 12 Dexterity saving throw or drop their weapon or food item, which is immediately available for Þvörusleikir to steal with his Sticky Tongue.


Reactions

Quick Reflexes.
When a creature within 5 feet of Þvörusleikir makes a melee attack, he can use his reaction to impose disadvantage on the attack roll. This can be used once per turn.


Tactics

  • Disorienting Combatant: Þvörusleikir will typically use his Wooden Spoon Slap to disorient foes. The stunning effect of the slap makes him a dangerous opponent in prolonged combat. He enjoys using his small size to dart around his enemies and hit them when they least expect it, avoiding retaliation.
  • Steal and Heal: His Sticky Tongue is both offensive and defensive. He’ll focus on stealing valuable food-related objects from the enemies to regain hit points. If he’s in a bad spot, he’ll retreat to grab any nearby spoons or bowls to heal. The stolen spoons also give him a constant supply of ammunition for his tongue, allowing him to keep his distance while still being a threat.
  • Spoon Disarm: In combat, Þvörusleikir loves to disarm enemies of their food-based items or weapons using his Spoon Disarm attack. If he successfully disarms a foe, he can steal their spoon or food and leave them vulnerable.
  • Blinding and Quick Retreat: If things go south, Þvörusleikir will use his Quick Reflexes to dodge attacks, relying on his small stature and speed to retreat into small spaces or behind cover, making him a tricky opponent to pin down.

Description

Þvörusleikir is a small, wiry troll with pale, sickly yellow skin and a hunched posture. Standing about 4 feet tall, he has long, skinny arms with sharp claws, but the most striking feature is his sticky tongue, which he constantly flicks in and out of his mouth as if searching for food. His clothes are simple, often a tattered, worn tunic that hangs loosely from his frame, a bit too large for him. He carries a wooden spoon—his weapon of choice, which he wields with surprising agility for its size. His obsession with food, particularly the spoons used to scoop and stir, is evident in everything he does.


Fun Combat Flavor

  • Wooden Spoon as Weapon: Though a simple kitchen tool, the spoon is a versatile weapon in the hands of Þvörusleikir. He uses it like a club or a short sword, often aiming for the face or torso to knock his foes off balance. The stunning effect from his spoon slaps leaves enemies reeling as they try to recover.
  • Spoon-Related Chaos: Þvörusleikir’s obsession with spoons makes him unpredictable in combat. He will constantly try to steal spoons, and any enemy that tries to keep food or utensils in their hands becomes a potential target. His focus is to weaken enemies by disarming them or taking their food while staying agile and difficult to pin down.
Yule Lad - Stúfur (Stubby)
Create

Small Giant (Troll), Chaotic Neutral


Armor Class 14 (Natural Armor)
Hit Points 45 (6d6 + 24)
Speed 30 ft.


STRDEXCONINTWISCHA
12 (+1)14 (+2)18 (+4)8 (-1)12 (+1)8 (-1)

Saving Throws Con +6, Wis +3
Skills Stealth +6, Perception +3
Damage Resistances Cold, Poison
Senses Darkvision 60 ft., Passive Perception 13
Languages Giant, Common
Challenge 2 (450 XP)


Traits

Stealthy Prowler.
Stúfur excels at remaining unnoticed, especially when he is near food. When he is within 10 feet of a pan or any food-related object, he can use a bonus action to hide. This ability gives him advantage on Stealth checks made to hide in kitchens, pantries, or any area where food is present.

Food-Craving.
Stúfur’s obsession with food, especially crusts left on pans, gives him disadvantage on Wisdom (Perception) checks that do not involve finding food. He has advantage on Wisdom (Perception) checks related to detecting food sources, especially leftover food or unused pans.

Small Stature.
Stúfur’s small size allows him to hide in tight spaces. He can move through spaces as narrow as 1 foot wide without squeezing and is immune to being grappled by creatures larger than him.

Regenerative Appetite.
When Stúfur consumes food, particularly crusts or leftovers, he regains 5 hit points. This regeneration can occur once per short rest, and he must consume at least half a pan’s worth of food (or equivalent leftovers) to trigger the regeneration.


Actions

Multiattack.
Stúfur makes two Pan attacks or one Pan and one Claw attack.

Pan (Melee Weapon Attack).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be knocked prone.

Claw (Melee Weapon Attack).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) slashing damage.

Pan Steal.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: The target must succeed on a DC 13 Dexterity saving throw or lose a pan or pot in their possession. If the object is dropped, Stúfur immediately picks it up and eats any leftover food in it, regaining 5 hit points in the process.

Crust Devourer (Recharge 5-6).
As an action, Stúfur can devour leftover food from a pan or other object. When he does, he regains 10 hit points, and if the food was stale or forgotten, the target creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour from the unpleasant taste. This effect can be triggered once per short rest.

Distraction Throw (Recharge 5-6).
Stúfur can throw a pan at a creature within 20 feet. The target must succeed on a DC 13 Dexterity saving throw or be hit with a thrown pan, taking 7 (2d6) bludgeoning damage and being knocked prone.


Reactions

Scramble Away.
When Stúfur is hit by an attack, he can use his reaction to dodge and immediately move up to 10 feet away from the attacker, avoiding being hit if the attacker fails a DC 13 Dexterity saving throw.


Tactics

  • Stealth and Surprise: Stúfur prefers to sneak around his opponents, using his Stealthy Prowler ability to remain unnoticed and then steal pans when they are not being watched. He will often attempt to hide near a kitchen or food storage area, waiting for the moment to strike.
  • Regeneration Strategy: Stúfur constantly seeks out food scraps and leftovers from pans. If he’s wounded, he will prioritize finding food to regenerate before engaging in further combat. If he can grab a pan and devour crusts, it allows him to continue fighting without worrying about running low on hit points.
  • Weaponizing the Pan: As a primary weapon, Stúfur will wield his pan with a surprising degree of skill. He will use it to smash his enemies, potentially knocking them prone with Pan attacks or even throwing the pan as a distraction. He uses it both as a melee weapon and a ranged weapon to keep his enemies off balance.
  • Distraction Tactics: When in combat, Stúfur will use Distraction Throw to cause confusion and knock enemies prone, allowing him to steal a pan or get away. If his enemy has food in their possession, he’ll target them with Pan Steal to weaken them and steal any valuable food to recover hit points.
  • Avoiding Direct Combat: If Stúfur is outmatched, he will attempt to escape into a small space, using his Small Stature to find an escape route or hiding spot, where he can regenerate while plotting his next attack or attempt at stealing food.

Description

Stúfur, or Stubby, is a small, stocky giant standing about 4 feet tall. His body is thick with muscles, and his skin has a rough, grayish-brown texture that’s often stained with food scraps and dirt from his relentless pursuit of crusts. His face is round, with a wide mischievous grin, and his eyes gleam with the unholy obsession for anything food-related. His hands are small but quick, perfect for snatching pans or stealing food when no one is looking. He is often seen carrying a rusty pan, ready to smash or throw at anyone foolish enough to get in his way.

Though he’s not the most intelligent of the Yule Lads, Stúfur is crafty and stubborn. His main goal is to satisfy his endless hunger for leftovers, and he’ll stop at nothing to steal from anyone who’s foolish enough to leave their pans unattended. His pan, both a tool for eating and weapon, gives him the means to get what he wants—by any means necessary.

Yule Lad - Pottaskefill (Pot-Scraper)
Create

Small Giant (Troll), Chaotic Neutral


Armor Class 16 (Pot Helmet, Natural Armor)
Hit Points 45 (7d6 + 21)
Speed 30 ft.


STRDEXCONINTWISCHA
12 (+1)14 (+2)16 (+3)8 (-1)12 (+1)10 (+0)

Saving Throws DEX +4, CON +5
Skills Stealth +6, Sleight of Hand +5
Damage Resistances Cold, Poison
Senses Darkvision 60 ft., Passive Perception 11
Languages Giant, Common
Challenge 2 (450 XP)


Traits

Pot-Scraping Master.
Pottaskefill is highly skilled at sneaking around kitchens and stealing food. He gains advantage on Sleight of Hand checks made to take food from pots, pans, or bowls, or to take something from an unsuspecting creature’s pack.

Small but Agile.
Pottaskefill’s small size allows him to hide easily. He can take the Hide action as a bonus action when he is in dim light or darkness.

Pot Helmet.
Pottaskefill wears a large cooking pot as a helmet. This provides him with a +2 bonus to AC against melee attacks and grants him resistance to bludgeoning damage from non-magical sources. The helmet is somewhat awkward but protects his head from impact.

Pot-Thrower.
Pottaskefill can throw a heavy cooking pot as a weapon. He deals 2d6 bludgeoning damage with a successful ranged attack. The pot can be thrown up to 20 feet.


Actions

Multiattack.
Pottaskefill makes two attacks: one with his Pot-Smash and one with Pot-Throw.

Pot-Smash (Melee Weapon Attack).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.
Effect: Pottaskefill uses a large, heavy pot to smash an enemy. On a hit, the target must make a DC 12 Strength saving throw or be knocked prone.

Pot-Throw (Ranged Weapon Attack).
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target.
Hit: 7 (2d6) bludgeoning damage.
Effect: Pottaskefill hurls a heavy cooking pot at a target. The target must make a DC 12 Dexterity saving throw or be knocked prone by the impact.

Sleight of Hand (Bonus Action).
Pottaskefill can use his bonus action to attempt a Sleight of Hand check to steal food from a cooking pot, pan, or bowl, or take a small item from a creature’s pack without them noticing. This can be done as a free action when an enemy is distracted.


Reactions

Pot Deflection.
When a ranged attack is made against Pottaskefill, he can use his reaction to throw a cooking pot in the path of the attack. If successful, the attack is deflected, causing the projectile to miss.


Tactics

  • Sneak and Scrape: Pottaskefill is a master of sneaking around kitchens and food storage areas. He relies on his small size and stealth to steal food, often causing chaos by throwing heavy pots to distract or knock down enemies before stealing their food.
  • Pot-Throwing Chaos: When Pottaskefill is engaged in combat, he will use his Pot-Throw to knock enemies prone and disrupt their attacks. He loves to throw cooking pots at enemies to keep them off balance.
  • Distraction and Stealth: Pottaskefill may retreat into the shadows after an attack, using his bonus action to hide and sneak around to find a better position or scrape more food.

Description

Pottaskefill is a small, wiry troll, standing just under 4 feet tall. He is often hunched over, with ragged clothes made from kitchen scraps. His beady eyes gleam with mischief, and his scraggly beard looks like it’s always covered in food residue. He carries several rusty pots and pans hanging from his belt, ready to use them as weapons. He wears a large, battered cooking pot on his head as a helmet, providing him with some extra protection. Despite his small size, he’s surprisingly strong and capable of hurling heavy pots with deadly accuracy. His movements are quick, and he’s always on the lookout for the next meal.


Combat Flavor

  • Pot-Smash: Pottaskefill’s favorite tactic is to charge at an enemy and smash them with a pot, using his strength to deal heavy damage. Afterward, he might take a moment to scavenge for more food.
  • Quick Getaways: When cornered, he will use his stealth to retreat, hiding behind kitchen counters or tables to evade detection. His agility and size make him excellent at avoiding enemies, and he’s quick to reappear to grab another cooking pot and hurl it at unsuspecting foes.
  • Chaotic but Clever: Pottaskefill is not particularly clever in combat, but he’s crafty. He enjoys causing confusion and disarray, throwing his pots and creating obstacles for enemies. His true goal is to steal food, so he’ll often try to grab something from an enemy or target kitchens to disrupt their supply.
Yule Lad - Askasleikir (Bowl-Licker)
Create

Small Giant (Troll), Chaotic Neutral


Armor Class 13 (Wooden Bowl Breastplate, Pot Lid Helmet)
Hit Points 42 (8d6 + 16)
Speed 30 ft.


STRDEXCONINTWISCHA
10 (+0)16 (+3)14 (+2)8 (-1)12 (+1)10 (+0)

Saving Throws DEX +5
Skills Acrobatics +5, Stealth +5, Sleight of Hand +5
Damage Resistances Bludgeoning, Piercing
Senses Darkvision 60 ft., Passive Perception 11
Languages Giant, Common
Challenge 2 (450 XP)


Traits

Agile Escape.
Askasleikir is quick and slippery. When a creature misses him with a melee attack, he can use his reaction to move up to 10 feet without provoking opportunity attacks.

Bowl Collection.
Askasleikir carries a collection of wooden bowls that he uses for various purposes, including throwing, smashing, and collecting food. He has a number of bowls equal to 3 + his Dexterity modifier. If he ever runs out of bowls, he must spend a turn searching for new ones in the area.

Food-Driven.
Askasleikir is obsessed with food and bowls. If he sees food within 30 feet of him, he is distracted and will move toward it, using his action to attempt to steal it, unless an enemy is directly threatening him.

Small Frame.
Askasleikir is a wiry, small creature and has advantage on Dexterity (Stealth) checks to hide or move quietly. Additionally, he can move through spaces as narrow as 1 inch wide without squeezing.


Actions

Multiattack.
Askasleikir makes two attacks with his Wooden Bowl Toss or Wooden Bowl Smash.

Wooden Bowl Toss (Ranged Weapon Attack).
Ranged Weapon Attack: +5 to hit, range 20 ft. / 60 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage. Askasleikir hurls a wooden bowl at a target, dealing damage on a hit. The target must make a DC 12 Dexterity saving throw or be knocked prone by the force of the impact.

Wooden Bowl Smash (Melee Weapon Attack).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 3) bludgeoning damage. Askasleikir smashes a wooden bowl over the target’s head, knocking them back 5 feet and possibly stunning them. The target must make a DC 12 Constitution saving throw or be stunned until the end of Askasleikir’s next turn.

Bowl Licking (Recharge 5–6).
Askasleikir can lick a wooden bowl he is holding, restoring a small amount of health. He gains 5 hit points back immediately and may regain an additional 1d4 hit points if the bowl contains any food. If the bowl is empty, Askasleikir must wait until he is holding a bowl with food to gain the extra hit points.

Food Frenzy (Recharge 5–6).
As a bonus action, Askasleikir can enter a food-driven frenzy. For the next minute, he gains advantage on all attack rolls, and his movement speed increases by 10 feet. During this frenzy, he ignores any non-magical difficult terrain.

Steal Bowl (Recharge 5–6).
As a reaction, when a creature within 15 feet of Askasleikir is holding a bowl or similar container, he can attempt to snatch it from them. The creature must succeed on a DC 12 Dexterity saving throw or lose possession of the item, which Askasleikir immediately steals and can use in his next attack.


Reactions

Dodge and Weave.
When a creature attacks Askasleikir with a melee weapon, he can use his reaction to dodge, gaining +2 AC against the attack.


Tactics

  • Hit and Run: Askasleikir uses his speed and agility to strike quickly, using Wooden Bowl Toss to disrupt enemies from a distance before rushing in with Wooden Bowl Smash to finish them off. His small size allows him to slip through openings and use the environment to his advantage, staying out of the path of larger threats.
  • Bowl Licking Strategy: If Askasleikir has taken damage and is in a position of safety, he will attempt to use his Bowl Licking ability to restore a small amount of health. He’ll prioritize licking a bowl with food to maximize his health gain. This can be particularly effective in prolonged fights where he has time to recover.
  • Food Frenzy: If there’s food on the battlefield, Askasleikir will be distracted but also gain an advantage during his Food Frenzy. He becomes a quick-moving and unpredictable target that focuses on attacking anyone who might have food.
  • Steal and Throw: If the battle is not going in his favor, Askasleikir will use his Steal Bowl ability to disarm enemies of any valuable items (especially bowls) and use them as weapons in his next attack. He often targets the weakest or most distracted foes to quickly gain the upper hand.

Description

Askasleikir is a small, wiry creature, standing at just 4 feet tall. He has a hunched back, long limbs, and a monkey-like appearance, which makes him agile and capable of climbing or slipping through tight spaces. His body is draped in ragged, dirty clothing, with stains of food splattered across it. His sharp, hungry eyes are constantly scanning for his next bowl to steal, and his pointed teeth are always visible as he eagerly licks or gnaws at any food he manages to get his hands on.

On his head, he wears a rusted, dented bowl as a helmet, and another serves as a makeshift wooden breastplate, giving him a comical yet oddly effective armor. Askasleikir is never without a few wooden bowls on his person, which he uses as weapons, tools, or to collect food. He’s often seen with an expression of gleeful hunger, ready to make a meal out of anything he can get his hands on.


Combat Flavor

  • Bowl Combat: Despite his small size, Askasleikir fights with surprising ferocity, using wooden bowls not only for their practical purpose but also as improvised weapons. The loud clang of a bowl smashing over an opponent’s head signals his attack, followed by a swift dodge or retreat.
  • Speed and Agility: Askasleikir’s agility is key to his success in combat. He often moves in and out of combat quickly, throwing bowls from a distance or using his dexterity to avoid melee attacks. His small frame makes him a hard target to hit.
  • Food Obsession: His obsession with food may occasionally get the better of him. If there is a meal nearby, Askasleikir might become so distracted by the possibility of food that he loses his focus in battle, but this can also give him bursts of hunger-fueled aggression when the food is within reach.
Yule Lad - Hurðaskellir (Door-Slammer)
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class 16 (Improvised Door Shield)
Hit Points 78 (12d8 + 24)
Speed 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)10 (+0)10 (+0)12 (+1)

Saving Throws STR +5, DEX +4
Skills Acrobatics +4, Stealth +4, Sleight of Hand +5
Damage Resistances Bludgeoning from nonmagical attacks
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Giant
Challenge 4 (1,100 XP)


Traits

Door Shield.
Hurðaskellir carries an improvised wooden door as a shield, giving him a +2 bonus to AC. When an enemy within 5 feet of him misses with a melee attack, Hurðaskellir can use his reaction to bash them with the door, dealing 6 (1d8 + 2) bludgeoning damage and forcing them to succeed on a DC 14 Strength saving throw or be knocked prone.

Mischievous Slam.
Hurðaskellir loves creating mischief by slamming doors to startle and distract others. As a bonus action, he can slam a door within 5 feet. All creatures within 10 feet must succeed on a DC 13 Wisdom saving throw or be distracted, imposing disadvantage on their next attack roll or ability check until the end of their next turn.

Sneaky Giant.
Despite his size, Hurðaskellir is surprisingly stealthy. He has advantage on Dexterity (Stealth) checks when attempting to hide in dim light or shadowed areas.


Actions

Multiattack.
Hurðaskellir makes two melee attacks: one with his Improvised Door Shield and one with his Kick.

Improvised Door Shield (Melee Weapon Attack).
Attack Roll: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage.

Kick (Melee Weapon Attack).
Attack Roll: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) bludgeoning damage.

Throw Door (Ranged Weapon Attack).
Attack Roll: +4 to hit, range 20 ft./60 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage. If the target is hit, they must succeed on a DC 14 Dexterity saving throw or be knocked prone.


Reactions

Door Bash.
When a creature within 5 feet of Hurðaskellir misses him with a melee attack, he can use his reaction to bash them with his door shield, dealing damage and forcing them to make a DC 14 Strength saving throw or be pushed back 10 feet.


Tactics

  • Mischief Maker: Hurðaskellir focuses on causing chaos, slamming doors to disorient foes and draw attention away from himself or his allies. His Mischievous Slam is a favorite tactic when facing groups.
  • Shield Play: In combat, Hurðaskellir uses his Improvised Door Shield both defensively and offensively. He’ll frequently bash enemies with his shield to keep them off-balance.
  • Escape Artist: If the fight isn’t going his way, Hurðaskellir is more likely to disengage than fight to the death, using his stealthy nature to escape and regroup.

Description

Hurðaskellir (Door-Slammer) is a wiry, mischievous giant who stands about 7 feet tall. Though not physically imposing compared to other giants, his antics make him a unique challenge. Hurðaskellir is dressed in patched and mismatched clothing, giving him a scrappy, vagabond appearance. His signature door shield is often scavenged from nearby buildings, still bearing hinges and scratches from its former use.

He delights in creating confusion and annoyance, slamming doors to startle people and distract guards while he sneaks away or sets up pranks. Despite his chaotic nature, Hurðaskellir is not inherently malicious—he simply thrives on creating harmless (if occasionally destructive) mischief.

Yule Lad - Skyrgámur (Skyr-Gobbler)
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class 13 (Natural Armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.


STRDEXCONINTWISCHA
16 (+3)12 (+1)18 (+4)8 (-1)12 (+1)8 (-1)

Saving Throws STR +5, CON +6
Skills Perception +3, Sleight of Hand +3, Stealth +3
Damage Resistances Cold
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Giant
Challenge 4 (1,100 XP)


Traits

Unending Skyr Pouch.
Skyrgámur possesses a magical pouch that refills endlessly with skyr, a thick Icelandic yogurt. He can consume it to heal, throw it as a weapon, or use it in unique ways (see Skyr Toss and Skyr Gorge under Actions).

Cold Adaptation.
Skyrgámur is naturally adapted to icy environments. He does not suffer movement penalties or exhaustion in cold weather and has resistance to cold damage.

Food Sense.
Skyrgámur can sense food within 30 feet of him, even if hidden or stored in a sealed container.


Actions

Multiattack.
Skyrgámur makes two melee attacks with his fists or one melee attack and one ranged attack with Skyr Toss.

Fist (Melee Weapon Attack).
Attack Roll: +5 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 3) bludgeoning damage.

Skyr Toss (Ranged Weapon Attack).
Attack Roll: +4 to hit, range 20 ft./60 ft., one target.
Hit: 7 (1d8 + 2) cold damage.

  • Blinding Skyr: If the attack hits, the target must succeed on a DC 14 Dexterity saving throw or be blinded until the end of their next turn as the sticky yogurt covers their eyes. A blinded creature can use its action to wipe the skyr off, ending the effect.

Skyr Gorge (Recharge 5–6).
Skyrgámur devours a massive portion of skyr, healing 15 (3d10) hit points and gaining temporary hit points equal to his Constitution modifier (+4) for 1 minute.


Reactions

Sticky Retaliation.
When a creature within 5 feet of Skyrgámur hits him with a melee attack, he can fling a handful of skyr in response. The attacker must succeed on a DC 14 Dexterity saving throw or be blinded until the end of their next turn.


Tactics

  • In Combat: Skyrgámur begins by hurling skyr at his enemies to blind them and slow their approach. Once they are disoriented, he moves in with fists or uses Skyr Gorge to recover health and continue fighting.
  • Disruption Tactics: Skyrgámur uses Food Sense to locate food supplies and may prioritize stealing provisions over fighting.
  • Mischief over Malice: While mischievous, Skyrgámur avoids killing unless absolutely necessary. He retreats when heavily injured, flinging sticky yogurt to hinder pursuers.

Description

Skyrgámur is a broad, stocky figure with a wild, unkempt appearance. His clothes are patchwork and stained with yogurt, and he carries his magical skyr pouch everywhere. Though his primary drive is gluttony, his antics are tinged with a playful mischievousness that often leaves his victims more annoyed than harmed.

The skyr itself is a unique weapon in his arsenal, used to blind, slow, or distract foes, while his ability to heal by gorging on it makes him surprisingly resilient. Skyrgámur’s battles are chaotic affairs, filled with laughter, frustration, and the lingering smell of dairy.

Bjúgnakrækir (Sausage-Swiper)
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class: 14 (Natural Armor)
Hit Points: 75 (10d8 + 30)
Speed: 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
14 (+2)16 (+3)16 (+3)10 (+0)12 (+1)8 (-1)

Saving Throws DEX +5, WIS +3
Skills Acrobatics +5, Perception +3, Sleight of Hand +5, Stealth +5
Damage Resistances Cold
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Giant
Challenge 3 (700 XP)


Traits

Sausage Snatcher.
Bjúgnakrækir has an uncanny ability to spot and snatch sausages. He can locate any food that contains sausage or meat within 60 feet, even if it is hidden or behind barriers.

Nimble Climber.
Bjúgnakrækir is adept at scaling surfaces, treating any climbable surface as non-difficult terrain.

Greasy Escape.
When grappled, Bjúgnakrækir can use his bonus action to cover himself in grease (from sausages). This grants him advantage on checks to escape the grapple, and creatures within 5 feet of him must succeed on a DC 13 Dexterity saving throw or fall prone.


Actions

Multiattack.
Bjúgnakrækir makes two melee attacks with his sausages or one melee attack and one use of Greasy Sausage Toss.

Sausage Whip (Melee Weapon Attack).
Attack Roll: +5 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.

  • If the target is Medium or smaller, they must succeed on a DC 13 Strength saving throw or be pulled 5 feet closer to Bjúgnakrækir.

Greasy Sausage Toss (Ranged Weapon Attack).
Attack Roll: +5 to hit, range 20 ft./60 ft., one target.
Hit: 5 (1d6 + 3) bludgeoning damage.

  • Slippery Ground: The area within 5 feet of the target becomes slippery grease for 1 minute. Creatures entering or ending their turn in this area must succeed on a DC 13 Dexterity saving throw or fall prone.

Sausage Swipe.
Bjúgnakrækir targets one creature within 5 feet carrying visible food. The target must succeed on a DC 14 Dexterity saving throw or lose an edible item of Bjúgnakrækir’s choice. He immediately eats it as a free action, healing 5 hit points.


Reactions

Counter-Snatch.
When a creature within 10 feet misses Bjúgnakrækir with a melee attack, he can make a sleight-of-hand attempt to snatch an item off them (DC contested by the attacker’s Perception). If successful, he gains a consumable item or a piece of food the attacker is carrying.


Tactics

  • Opening Moves: Bjúgnakrækir sneaks into combat, using his Sausage Swipe to steal food or essential items.
  • Mobility Focus: Thanks to his climbing ability and Greasy Escape, Bjúgnakrækir constantly moves and creates difficult terrain to frustrate his opponents.
  • Combat Style: Prefers to harass foes from a distance with Greasy Sausage Toss and retreat to high ground. When in melee, he uses his Sausage Whip to control positioning.
  • Survival Instinct: If heavily injured, Bjúgnakrækir flees, using grease effects and climbing to cover his retreat.

Description

Bjúgnakrækir is a lanky figure with wiry limbs and a mischievous grin. His ragged clothing is smeared with grease and bits of meat, and he always carries a string of sausages slung over his shoulder or wrapped around his waist. His unkempt hair and wiry build make him resemble a weasel, always alert and ready to snatch any unattended food.

Despite his comical appearance, Bjúgnakrækir is a clever and slippery foe. His reliance on greasy tactics and his obsession with sausages make him a frustrating opponent, and his ability to create chaos often results in more hilarity than harm.

Yule Lad - Gluggagægir (Window-Peeper)
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class: 14 (Natural Armor)
Hit Points: 58 (9d8 + 18)
Speed: 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
14 (+2)16 (+3)14 (+2)10 (+0)12 (+1)10 (+0)

Saving Throws DEX +5, WIS +3
Skills Perception +5, Stealth +5, Sleight of Hand +5
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Giant
Challenge 3 (700 XP)


Traits

Peeping Prowess.
Gluggagægir can use his action to peer into a room or through an object (such as a window, door, or even a keyhole). When he does, he has advantage on Perception checks to detect objects and creatures inside. Any creature that notices him peeping must succeed on a DC 12 Wisdom saving throw or become flustered, imposing disadvantage on attack rolls against Gluggagægir for 1 minute.

Silly Yet Creepy.
Gluggagægir has a knack for turning even his most ridiculous antics into unnerving experiences. Creatures that fail a Wisdom saving throw against any of his abilities also lose their reactions until the start of their next turn, overwhelmed by confusion or embarrassment.

Slippery Mischief.
When Gluggagægir successfully hides, he can move up to half his speed without breaking Stealth.


Actions

Multiattack.
Gluggagægir makes two melee attacks or one melee attack and one use of Pervy Peek.

Sly Jab (Melee Weapon Attack).
Attack Roll: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.

Pervy Peek.
Gluggagægir focuses his peeping prowess on a single creature within 30 feet that he can see. That creature must succeed on a DC 13 Wisdom saving throw or be overcome by confusion and distraction, granting Gluggagægir advantage on attack rolls against it and imposing disadvantage on its Perception checks for 1 minute.

Window Snatch.
Gluggagægir reaches through a window or small opening to swipe an item or knock something over. A creature within 10 feet must succeed on a DC 14 Dexterity saving throw or lose a held object or suffer 1d8 bludgeoning damage as the object is flung across the room.


Reactions

Not-So-Innocent Exit.
When Gluggagægir is attacked and missed, he can point dramatically and yell something ridiculous like “I wasn’t doing anything!” and then take the Dash action as a reaction, moving up to his speed.


Tactics

  • Peek and Sneak: Gluggagægir starts by using Peeping Prowess to scout targets and disorient them before engaging in more active mischief.
  • Fluster and Flee: He rarely fights to the bitter end, using Not-So-Innocent Exit to escape when overwhelmed.
  • Distract and Disarm: Preferring to throw off his foes with embarrassing antics, he uses Pervy Peek to confuse opponents, granting him time to either flee or snatch objects.

Description

Gluggagægir is a scrawny, wiry troll with a knack for turning simple mischief into chaos. He wears tattered clothes that blend into the shadows, but his bright eyes gleam mischievously when he spots something—or someone—he wants to peek at. With his long, bony fingers, he’s ready to knock over vases, swipe shiny objects, or create a scene that leaves everyone wondering what just happened.

His antics are playful and absurd but often land him in trouble. Whether he’s peeking through keyholes, pressing his face against windows, or loudly proclaiming his innocence, Gluggagægir thrives on the awkwardness he causes. Despite his unnerving nature, his mischief has a weird charm that makes it hard to stay mad at him.

Yule Lad - Gáttaþefur (Doorway-Sniffer)
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class: 13 (Natural Armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
14 (+2)12 (+1)15 (+2)10 (+0)16 (+3)8 (-1)

Saving Throws WIS +5, CON +4
Skills Perception +5, Stealth +3, Survival +5
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Giant
Challenge 3 (700 XP)


Traits

Enhanced Sense of Smell.
Gáttaþefur has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell. He can pinpoint the exact location of any creature or object within 60 feet, provided there are no barriers blocking scent.

Sniffing Expertise.
Gáttaþefur can identify specific objects, substances, or creatures by their scent alone. He can discern ingredients in food, detect poisons, and identify individuals he has previously encountered by their scent.

Aroma Beacon.
Once per short rest, Gáttaþefur can release a puff of sweet-smelling air from his nostrils. All creatures within a 15-foot radius must succeed on a DC 13 Constitution saving throw or be charmed for 1 minute, drawn to the aroma and compelled to approach. Creatures charmed this way use their movement to get closer to Gáttaþefur but won’t willingly move into harmful areas.


Actions

Multiattack.
Gáttaþefur makes two melee attacks with his fists or one melee attack and uses Sniff Out Prey or Throw a Pie.

Punch (Melee Weapon Attack).
Attack Roll: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage.

Sniff Out Prey.
Gáttaþefur deeply inhales, focusing his olfactory prowess. Each creature within 30 feet must succeed on a DC 13 Dexterity saving throw or be outlined in a faint glow for 1 minute. Affected creatures cannot benefit from being invisible, and Gáttaþefur has advantage on attack rolls against them.

Scent Toss (Recharge 5–6).
Gáttaþefur hurls a handful of a pungent substance toward a creature within 30 feet. The target must succeed on a DC 14 Constitution saving throw or be nauseated for 1 minute. While nauseated, the creature is incapacitated and cannot take reactions. The creature can repeat the saving throw at the end of its turns.

Throw a Pie (Recharge 5–6).
Gáttaþefur produces a pie from his belongings and hurls it at a creature within 20 feet. The target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be temporarily blinded. While blinded, the creature can use its action to wipe the pie off. The blindness ends immediately if the pie is removed.


Reactions

Sniff and Sidestep.
When Gáttaþefur is targeted by an attack he can smell (melee or ranged), he can use his reaction to move up to 10 feet, potentially causing the attack to miss.


Tactics

  • Tracking Prey: Gáttaþefur relies on his scent abilities to locate hidden or camouflaged creatures. He starts encounters by using Sniff Out Prey to reveal enemies and maintain control of the battlefield.
  • Disruption Through Pies: If overwhelmed, he uses Throw a Pie to blind key foes, creating opportunities for escape or further disruption.
  • Aroma Distraction: He uses Aroma Beacon to charm foes, disorienting them and forcing them to approach him.
  • Avoiding Damage: With Sniff and Sidestep, he keeps himself agile and hard to hit.

Description

Gáttaþefur is a tall, wiry figure with an absurdly large nose that dominates his face. His ragged clothing is patched together from various scraps, and his weathered boots carry the marks of long journeys. His humorous antics, like pie-throwing and overly dramatic sniffing, mask his sharp senses and cleverness.

He delights in creating mischief, particularly in kitchens, where the smell of freshly baked goods captivates him. His unending quest for delicious scents ensures that wherever Gáttaþefur goes, chaos (and laughter) are sure to follow.

Yule Lad - Ketkrókur (Meat-Hook)
Create

Medium Giant (Troll), Chaotic Neutral


Armor Class: 14 (Natural Armor)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)15 (+2)10 (+0)12 (+1)8 (-1)

Saving Throws STR +5, DEX +4
Skills Athletics +5, Perception +3, Stealth +4
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Giant
Challenge 4 (1,100 XP)


Traits

Hook Mastery.
Ketkrókur wields a large, iron meat-hook as his weapon of choice. This hook can also be used to interact with objects and manipulate his surroundings with great precision.

Meat Snatcher.
Ketkrókur has advantage on Dexterity (Sleight of Hand) checks to steal food or disarm an opponent by hooking their weapon.

Silent Climber.
Ketkrókur’s skill at climbing is unmatched. He can climb difficult surfaces, including walls and ceilings, without needing to make an ability check.

Scent of Meat.
Ketkrókur can smell raw or cooked meat within 120 feet. He knows the exact location of any edible meat, even if it is hidden or disguised.


Actions

Multiattack.
Ketkrókur makes two attacks with his Meat Hook or one attack and uses Hook Grab.

Meat Hook (Melee Weapon Attack).
Attack Roll: +5 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 3) piercing damage.

Hook Grab.
Ketkrókur hurls his meat hook at a creature or object within 15 feet. The target must succeed on a DC 13 Strength saving throw or be pulled 10 feet closer to Ketkrókur and restrained until the start of Ketkrókur’s next turn. If the target is a non-magical item weighing 20 lbs. or less, Ketkrókur automatically hooks and pulls it to him.

Snatch and Throw.
Ketkrókur grabs a piece of meat or a similarly sized object within reach and hurls it at a creature within 30 feet. The target must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.


Reactions

Deflect and Catch.
When Ketkrókur is targeted by a ranged weapon attack he can see, he can use his reaction to catch the projectile with his meat hook. The damage is reduced by 1d10 + 3. If the damage is reduced to 0, Ketkrókur can catch the item and hurl it back as part of the same reaction.


Tactics

  • Opportunistic Predator: Ketkrókur prefers to strike from above or from hiding, using Hook Grab to pull enemies into melee range or disarm them of their weapons.
  • Crowd Control: He uses Snatch and Throw to disrupt groups of foes, targeting weaker or unsteady opponents to knock them prone.
  • Meat Shield: Ketkrókur often uses objects or stolen shields as improvised defenses, maintaining mobility and versatility in combat.
  • Evasive Play: If cornered, Ketkrókur uses his climbing abilities to retreat to higher ground, keeping his foes at bay.

Description

Ketkrókur is a wiry giant with sinewy arms and a devious grin. His skin is pale and mottled from years of sneaking through the cold, and his scraggly beard is often flecked with bits of stolen food. He wears a patchwork coat of stolen rags and a belt lined with hooks of various sizes. His signature weapon, a rusted iron meat hook, dangles from his hand, and he wields it with expert precision.

Known for his obsessive love of meat, Ketkrókur is both cunning and mischievous. He enjoys toying with his prey, snatching food or weapons with his hook before vanishing into the shadows. His antics often frustrate would-be pursuers, and his agility ensures he’s rarely caught off guard.

Yule Lad - Kertasníkir (Candle-Stealer)
Create

Medium giant (troll), chaotic neutral


Armor Class: 13 (Natural Armor)
Hit Points: 68 (8d8 + 40)
Speed: 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)20 (+5)8 (-1)12 (+1)10 (+0)

Saving Throws: Dexterity +4, Constitution +7
Skills: Stealth +6, Sleight of Hand +5, Perception +3
Damage Resistances: Cold
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Common, Sylvan
Challenge: 4 (1,100 XP)


TRAITS

Innate Mischief.
Kertasníkir delights in creating chaos. As a bonus action, he can make a Sleight of Hand check to swipe a candle or small object from a creature within 5 feet, using a Dexterity (Sleight of Hand) check opposed by the creature’s Wisdom (Perception). If successful, Kertasníkir can disappear into the shadows using his Candle Flicker (see below).


Candle Flicker (Recharge 5–6).
When Kertasníkir is targeted by an attack or spell, he can flicker like a candle’s flame, shifting his form into a blurry, ethereal silhouette. He gains advantage on Dexterity saving throws until the start of his next turn.


Light-Stealer.
Kertasníkir can steal a candle or light source as a reaction if he is within 10 feet of it. Upon stealing the candle, Kertasníkir can extinguish it immediately, causing the area within a 10-foot radius of him to go dark (as per the spell darkness) until the candle is lit again.


ACTIONS

Multiattack.
Kertasníkir makes two attacks with his Throw Candle and may use Candle Snatch as a bonus action if he has a candle in hand.


Throw Candle.
Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target.
Hit: 7 (2d6) fire damage. The target must make a DC 14 Dexterity saving throw or be blinded for 1 round from the burst of fire. Kertasníkir can throw a lit candle once every round. The candle burns out harmlessly after the attack.


Candle Snatch.
Ranged Weapon Attack: +6 to hit, range 15 ft., one object (candle, lamp, etc.).
Hit: Kertasníkir swipes a candle from a target or a nearby surface. The candle is extinguished upon being taken.


REACTIONS

Flame Toss.
When a creature within 10 feet of Kertasníkir hits him with a melee attack, he can toss one of his stolen candles at the attacker. The attacker must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) fire damage.


TACTICS

  • Ambush and Steal: Kertasníkir thrives on stealth and trickery. He uses his Stealth and Candle Snatch abilities to steal light sources from enemies, leaving them confused in darkness. He enjoys causing chaos rather than fighting directly, making him an unpredictable foe.
  • Flanking and Flickering: Kertasníkir often uses Candle Flicker to avoid incoming attacks, darting in and out of shadows to swipe more candles and cause confusion. He targets those with light sources, hoping to snuff them out, making it harder for his enemies to fight effectively.
  • Mischief Over Combat: Instead of engaging directly in combat, Kertasníkir uses his Throw Candle and Flame Toss to cause distractions, weaken enemies, and disrupt the flow of battle. He’ll likely retreat to the shadows and continue his trickery when things get too dangerous.

LORE

Kertasníkir, the Candle-Stealer, is a mischievous troll-like Yule Lad who takes delight in stealing lit candles from homes during the winter. His love of light makes him a trickster, sneaking into homes to snatch up any source of flame, extinguishing them and leaving behind darkness and confusion.

He is playful and chaotic, never intending true harm but loving the havoc he causes by disrupting the light. His antics leave the area full of darkened rooms, and many never realize he was there until they see the missing candles. Though he can be frustrating, Kertasníkir’s antics are never malicious, and his charm often wins over those who might otherwise be annoyed by his pranks.

Yule lads
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Here’s a list of the Yule Lads and their unique behaviors:

  1. Stekkjarstaur (Sheep-Cote Clod) – Harasses sheep but is hampered by stiff legs.
  2. Giljagaur (Gully Gawk) – Hides in gullies and steals milk.
  3. Stúfur (Stubby) – Steals pans to eat crusts left on them.
  4. Þvörusleikir (Spoon-Licker) – Licks wooden spoons.
  5. Pottaskefill (Pot-Scraper) – Steals leftovers from pots.
  6. Askasleikir (Bowl-Licker) – Hides under beds and steals bowls of food.
  7. Hurðaskellir (Door-Slammer) – Loves slamming doors at night.
  8. Skyrgámur (Skyr-Gobbler) – Devours skyr (an Icelandic yogurt-like food).
  9. Bjúgnakrækir (Sausage-Swiper) – Steals sausages.
  10. Gluggagægir (Window-Peeper) – Looks through windows for things to steal.
  11. Gáttaþefur (Doorway-Sniffer) – Uses his large nose to sniff out baked goods.
  12. Ketkrókur (Meat-Hook) – Steals meat with a hook.
  13. Kertasníkir (Candle-Stealer) – Follows children to steal their candles (once made of edible tallow).

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