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Borr, the Father of Odin

Borr
Midjourney
  • Alias – Borr, the Father of Odin
  • Gender – Male
  • Race – God (Aesir)
  • Occupation – Creator of the first gods and ancestor of Odin, Vili and Ve
  • Religion – Norse Mythology
  • Allies – Odin, Vili, Ve, Thor, Tyr, Heimdall, Freya, Frigg
  • Enemies – Giants, Jotuns, Loki
  • Abode/ Base of operations – Asgard, the realm of the gods
  • Nationality – Asgardian
  • Languages – Old Norse
  • Alignment – Chaotic Good
  • Affiliation(s) – Aesir pantheon
  • Significant others – Bestla (wife), Jord (lover)

Borr is a primordial being from Norse mythology, often depicted as the father of Odin, Vili, and Ve. He is a powerful and enigmatic force, who rarely intervenes in the affairs of gods or mortals.

As the father of the three principal gods in Norse mythology, Borr is revered as a progenitor and a figure of immense power. His origins are shrouded in mystery, and there is little known about his motives or intentions. However, he is widely regarded as a benevolent force, with a strong connection to the earth and the natural world.

Borr’s children, Odin, Vili, and Ve, would go on to overthrow the primordial giant Ymir, and shape the world into its current form. It is said that Borr played a crucial role in this epic struggle, providing his children with the knowledge and the tools they needed to succeed.

Borr is a towering figure with a hunched posture, his back bowed from centuries of wear and tear. His broad shoulders and muscular build betray the strength and power that lies within him, even in his advanced age. His thick beard and hair, now more grey than anything, are wild and unkempt, lending him an air of wisdom and experience. His piercing blue eyes still glimmer with vitality, despite the countless years he has spent on this earth, and his skin bears the marks of a lifetime spent braving the elements – sun, wind, and snow have all taken their toll.

Despite his importance in the pantheon of Norse gods, Borr remains a somewhat enigmatic figure, shrouded in mystery and myth. He is rarely depicted in artwork or literature, and few stories survive that tell of his deeds or adventures. Nevertheless, he is revered and worshipped by many, as a powerful and ancient force that has played a key role in shaping the world we know today.

Borr, the Father of Odin

Borr1

Huge giant, chaotic good

Armor Class: 21 (natural armor)

Hit Points: 550 (40d12 + 240)

Speed: 40 ft.

STRDEXCONINTWISCHA
30 (+10)10 (+0)22 (+6)16 (+3)20 (+5)22 (+6)

Saving Throws: Str +18, Con +14, Wis +13, Cha +14

Skills: Athletics +18, Insight +13, Perception +13, Survival +13

Damage Immunities: lightning, thunder

Senses: passive Perception 23

Languages: Giant, Old Norse

Challenge: 27 (105,000 XP)

Legendary Resistance (3/Day): If he fails a saving throw, he can choose to succeed instead.

Magic Resistance: He has advantage on saving throws against spells and other magical effects.

Magic Weapons: His weapon attacks are magical.

Actions:

Multiattack: Borr can use his Frightful Presence. He then makes three attacks: one with his greataxe and two with his fists.

  • Greataxe: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 35 (4d12 + 10) slashing damage.
  • Fist: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 10) bludgeoning damage.
  • Frightful Presence: Each creature of Borr’s choice within 120 feet of him and aware of him must succeed on a DC 22 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 Borr’s Frightful Presence for the next 24 hours.
  • Rock: Ranged Weapon Attack: +18 to hit, range 60/240 ft., one target. Hit: 38 (4d12 + 10) bludgeoning damage.

Legendary Actions:

Borr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Borr regains spent legendary actions at the start of his turn.

  • Attack: Borr makes one attack with his greataxe or fist.
  • Move: Borr moves up to half his speed.
  • Roar (Costs 2 Actions): Borr lets out a thunderous roar. Each creature of his choice within 60 feet of him and aware of him must succeed on a DC 22 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 Borr’s Roar for the next 24 hours.

Lair Actions:

On initiative count 20 (losing initiative ties), Borr takes a lair action to cause one of the following effects. Borr can’t use the same effect two rounds in a row:

  • Stormy Weather: Borr calls forth a storm to rage overhead, creating a sphere of stormy weather with a 1-mile radius centered on a point he chooses within 120 feet. The stormy weather lasts until the end of Borr’s next lair action. While the storm rages, ranged weapon attacks made against Borr have disadvantage, and any creature within the sphere takes 10 (3d6) lightning damage at the start of its turn.
  • Crackling Thunder: Borr causes the ground to shake and thunder to roar. Each creature within 60 feet of Borr must make a DC 22 Constitution saving throw, taking 30 (8d6) thunder damage on a failed save, or half as much damage on a successful one.
  • Thunderclap: Borr creates a deafening clap of thunder in a 60-foot radius centered on himself. Each creature within the area must make a DC 22 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much damage on a successful one.

Reactions:

Parry: Borr adds 6 to his AC against one melee attack that would hit him. To do so, Borr must see the attacker and be wielding a melee weapon.

Equipment:

Greataxe: Borr wields a massive greataxe with a blade made of lightning-etched iron.

Thunderstone: A small, smooth stone that Borr can throw to create a deafening clap of thunder in a 20-foot radius. Any creature within the area must make a DC 22 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much damage on a successful one.

Notes:

Borr is an ancient giant from Norse mythology, said to be the father of Odin, Vili, and Ve. As such, he is a powerful force of nature, capable of summoning storms and creating thunderous roars. He wields a greataxe made of lightning-etched iron and carries a thunderstone that he can use to create thunderclaps. Borr is also immune to lightning and thunder damage, and his attacks are magical. He is a chaotic good creature who fights for the greater good and is willing to lend his aid to those who prove themselves worthy. His CR of 27 makes him a formidable foe for even the strongest of parties.

Currently in the World

Borr strides through the bustling streets of Florence, his eyes taking in the sights and sounds of the city. He has come here in search of something, something that he believes will aid him in his quest. His journey has been long, and he has travelled far and wide in search of the knowledge that he seeks.

As he walks, he can feel the weight of history bearing down upon him. The 1450s are a time of great change, a time when the old ways are giving way to the new. Borr is acutely aware of this, and he knows that he must adapt if he is to survive.

He has always been a solitary figure, more at home in the company of books and manuscripts than in the company of people. But he knows that he cannot achieve his goals alone. He needs allies, people who share his vision and can help him to bring about the changes that he desires.

Borr’s goals are ambitious. He wants to reshape the world, to create a new order that will benefit all people. He is a visionary, a man who sees things that others cannot. He believes that the world is ripe for change, and that he is the one who can bring about that change.

But Borr is also a realist. He knows that change is never easy, and that there will be many obstacles in his path. He is prepared to face those obstacles head-on, to use whatever means necessary to achieve his goals.

As he walks through the streets of Florence, Borr is filled with a sense of purpose. He knows that he is on the right path, that he is moving ever closer to his ultimate goal. And he is determined to see his vision through, no matter what the cost.

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