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Aegir, Lord of the Oceans, Sea King, The Deep One.

Aegir, Lord of the Oceans, Sea King, The Deep One.
  • Alias – Lord of the Oceans, Sea King, The Deep One.
  • Gender – Male
  • Race – Sea Giant
  • Occupation – Keeper of the Seas, Guardian of the Depths
  • Religion – Worshiped as a deity by seafaring peoples and those who rely on the bounty of the sea.
  • Allies – Fellow sea creatures, merfolk, and some krakens
  • Enemies – Those who seek to exploit the ocean and its resources without regard for its inhabitants, particularly pirates and unscrupulous merchants.
  • Abode/Base of operations – A massive palace made of coral and shells at the bottom of the ocean, near the Mid-Atlantic Ridge, which he shares with his wife, the goddess Ran.
  • Nationality – N/A (as a sea giant, Aegir is not associated with any human nation)
  • Languages – All languages spoken by seafaring peoples, as well as the language of sea creatures..
  • Alignment – Lawful Neutral
  • Affiliation(s) – None, but respected by various sea-dwelling creatures.
  • Significant others –Married to the goddess of the sea, Ran, with whom he has nine daughters known as the “Nine Waves”.

Aegir is a towering figure of immense power and presence, a sea giant whose domain is the vast and treacherous ocean. He is both feared and revered by mortals, who know him as the master of the waves, the bringer of storms, and the brewer of ale. Aegir is a complex character, driven by his desires and ambitions, yet also bound by tradition and duty.

As a sea giant, Aegir’s power is derived from the ocean itself, and he takes great pride in his ability to control the tides, summon the winds, and unleash the fury of the sea. But Aegir is not content with mere domination of the waves – he is also a skilled brewer, and takes great pleasure in creating the finest ales in all the nine worlds. His legendary feasts are said to be the envy of the gods themselves, and many mortals have risked their lives to taste his brews.

Despite his fearsome reputation, Aegir is not a cruel or malicious being. He understands the dangers of the sea, and is often called upon by sailors and fishermen to offer his protection and guidance. He is a staunch defender of tradition and honor, and takes great pride in his role as a keeper of the ancient ways.

Aegir is a massive sea giant, towering over all who stand before him. His skin is the color of the ocean depths, dark and shimmering with a faint glow. His eyes are deep and piercing, the color of the stormy seas he commands. Aegir’s hair is long and tangled, resembling the swirling waves of the sea. His powerful arms are covered in thick cords of muscle, and his massive hands are capable of crushing stone. Despite his size and strength, Aegir moves with a graceful fluidity, as if he were part of the very currents of the ocean.

Yet beneath his formidable exterior, Aegir is driven by a deep sense of longing. He yearns to be recognized by the gods, to be accepted as one of their own. For centuries, he has held lavish feasts and offered tribute to the deities, hoping to win their favor and secure a place among their ranks. And though he has yet to achieve his goal, he remains undaunted, ever striving to prove his worth and claim his rightful place among the divine.

Aegir, Norse God of the Sea

Aegir, Norse God of the Sea

Medium humanoid (god), lawful neutral

Armor Class 24 (Divine Armor, Shield of the Sea)

Hit Points 825 (50d8 + 350)

Speed 60 ft., swim 90 ft.

Sure, here’s the updated table for Aegir’s ability scores in a horizontal format:

30 (+10)20 (+5)28 (+9) 22 (+6) 24 (+7) 30 (+10)

Saving Throws Str +18, Dex +13, Con +17, Int +14, Wis +15, Cha +18

Skills Athletics +18, Intimidation +18, Perception +15, Religion +14

Damage Resistances cold, lightning, thunder

Senses truesight 120 ft., passive Perception 25

Languages all

Challenge 30 (155,000 XP)

Divine Armor. Aegir’s skin is impenetrable by non-magical attacks, and he is immune to critical hits.

Amphibious. Aegir can breathe air and water.

Innate Spellcasting. Aegir’s spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • At will: control water, gust of wind, water breathing
  • 3/day each: chain lightning, cone of cold, control weather, earthquake, wall of water
  • 1/day each: control winds, storm of vengeance, tsunami

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

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

Reactive Actions. Aegir can take a reaction to make a melee weapon attack against any creature that moves within 10 feet of him.


Multiattack. Aegir can make three melee attacks.

  • Mighty Club. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 10) bludgeoning damage.
  • Thunderous Roar (1/day). Aegir emits a deafening roar, causing all creatures within 60 feet of him to make a DC 28 Constitution saving throw or become deafened for 1 minute. Additionally, all structures and creatures within 500 feet of him take 80 thunder damage.
  • Tidal Wave (1/day). Aegir summons a massive tidal wave to crash down on his enemies. Each creature in a 100-foot-long, 30-foot-wide line must make a DC 28 Dexterity saving throw, taking 80 bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one.

Legendary Actions

Aegir 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. Aegir regains spent legendary actions at the start of his turn.

  • Attack. Aegir makes one melee attack.
  • Control Water (Costs 2 actions). Aegir casts the control water spell.
  • Wall of Water (Costs 3 actions). Aegir creates a wall of water, up to 30 feet long, 30 feet high, and 1 foot thick, that provides three-quarters cover to him and his allies for one minute.

Lair Actions

On initiative count 20 (losing initiative ties), Aegir can take a lair action to cause one of the following effects:

  • The area within 1 mile of Aegir becomes rough water. All creatures on boats or swimming must make a DC 28 Athletics check or be knocked prone and take 30 bludgeoning damage.
  • Aegir creates a 30-foot-radius sphere of fog centered on himself that lasts for 1 minute. The fog heavily obscures the area, making it difficult to see beyond 5 feet.
  • Aegir creates a wave that surges through the area, causing all creatures within 60 feet of him to make a DC 28 Strength saving throw or be pushed 30 feet away from him and knocked prone. Additionally, all structures and creatures within 500 feet of him take 50 bludgeoning damage.


Aegir wields a mighty club that he created himself, capable of devastating even the strongest foes. He also wears the Shield of the Sea, a round shield made from the shell of a giant sea turtle that provides him with additional protection. In addition, Aegir possesses the Necklace of the Depths, a magical item that allows him to breathe underwater indefinitely and grants him resistance to cold damage.

Overall, Aegir is a formidable opponent, capable of summoning devastating tidal waves and controlling the very elements of the sea. His impenetrable skin, innate spellcasting, and reactive actions make him difficult to defeat, while his legendary actions and lair actions allow him to control the battlefield and keep his enemies at bay. Aegir’s CR level is 30, making him a worthy opponent for even the strongest parties of adventurers.


By Hedning - Own work, CC BY-SA 3.0, Aegir
By Hedning – Own work, CC BY-SA 3.0,

Roleplaying Elements from

Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

God of the Oceans
Intermediate Deity
Rough ocean waves
Home Plane: Midgard
Alignment: Neutral evil
Portfolio: Sea, storms
Worshipers: Sailors, anyone traveling by sea
Cleric Alignments: CE, LE, NE
Domains: Blackwater, Death, Destruction, Strength, Water
Favored Weapon: Greatclub

Although more closely related to the giants than either the Aesir or the Vanir, Aegir is the god of the ocean and personification of its strength for good or ill. Aegir (ay-jeer) and his wife, Ran, hold themselves apart from the Aesir and Vanir. Rather than living on Asgard, they reside on Midgard, in a great castle at the bottom of the ocean with their nine daughters each of whom represents a different type of ocean wave. Aegir’s realm is, far from land, where navigation and fishing are difficult and full of danger.

Aegir has the power to create or quell storms at sea. In his true form, he is a fierce giant standing sixty feet tall. He has a long gray beard fingers like claws, and carries a tree-sized club carved in the shape of a maiden. He appears on the surface of the sea to destroy ships that fail to sacrifice to him, yet is is sometimes called “Alebrewer” and is well known for the bounty of the feasts he arranges for his fellow gods. Ran, his wife and equal partner, drags drowning men down to her hall beneath the sea. She holds similar responsibilities to Freya and Hel in that regard, since the drowned do not go to Valhalla, Sessrumnir, or the underworld.

The only predictable thing about Aegir is that if ship captains don’t offer a valuable sacrifice to him when beginning a voyage, they are certain to feel his wrath. When he decides to sink a ship, he often sends his krakens or Vepar’s hordes of Shrroth demons to smash it to. Other times, he simply destroys it with a terrible storm. He looks with favor upon raiders and pirates. If such men make the proper sacrifices to him, Aegir is 10% likely to aid them with Favorable Winds, or to conceal their approach with a storm or fog.


To be a priest of Aegir, a man must have been a salior. Such men are mainly fighters who worship Aegir and have been granted a few clerical powers on the side thus cults of Aegir thrive in seaports. Cultists do not attempt to fit in or to make friends. They teach that those hoping for safe voyages across the sea must appease Aegir. Members of the cults tend to be crews of trading and fishing vessels that sail out of sight of shore. Their membership doesn’t reflect a shared preference for evil, but rather a healthy fear of Aegir.

Clergy and Temples

Aegir’s clergy are few in number and known for their cruelty. Fortunately, they reserve that cruelty for those who fail to properly honor Aegir. Rumors suggest they have burned ships when their captains bragged of sailing the deep sea without first appeasing the stormy god.

Aegir’s temples are openly fortified against the works of mortals and against the elements of nature. Townsfolk and travelers can find shelter from tidal waves or flooding in a temple to Aegir, provided they offer the proper respect (and gold). Despite all the offerings, Aegir’s temples are rarely wealthy. Seeking to emulate the god, they host regular feasts for their communities. The temples contain kitchens, pantries, prayer rooms, and the armories typical of Asgardian temples.

Visitors to Aegir’s temples receive a chill welcome. Those planning a sea voyage who make offerings find the clergy can be jolly folks who love food, ale, and jokes as much as anyone. Those who do not make offerings find the clergy menacing. Everyone is welcome on feast day, however.

Fighter 20/Cleric 20
Medium-Size outsider
Divine Rank11
20d8+220 (outsider) plus 20d10+220 (Ftr) plus 20d8+220 (Clr) (1,180 hp)
Initiative+12 (+8 Dexterity, +4 Improved Initiative)
Speed60 ft., Swim 100 ft.
AC61 (+8 Dexterity, +11 divine, +24 natural, +8 deflection)
Attacks+5 thundering wounding greatclub +74/+69/+64/ +59 melee; or spell +68 melee touch or +59 ranged touch
Damage+5 thundering wounding greatclub 1d10+32/ 19Β–20 or by spell
Face/Reach5 ft. by 5 ft./5 ft.
Domain powers, salient divine abilities, spell-like abilities, rebuke undead 19/day.
Divine immunities, DR 46/+4, fire resistance 31, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm, teleport without error at will, plane shift at will, SR 43, divine aura (1,100 ft., DC 29).
SavesFort +54, Ref +53, Will +53.
AbilitiesStrength 44, Dexterity 26, Constitution 32, Intelligence 26, Wisdom 27, Charisma 26.
Skills*Bluff +49, Climb +58, Concentration+59, Craft (metalworking) +61, Craft (stoneworking) +61, Diplomacy +59, Heal +55, Intimidate +53, Jump +58, Knowledge (arcana) +55, Knowledge (nature) +49, Knowledge (the planes) +49, Knowledge (religion) +55, Listen +49, Scry +51, Spellcraft +55, Spot +49, Wilderness Lore +51. *Always receives a 20 on checks.
FeatsAlertnessBlind-Fight, Blindsight 5-ft. Radius, Cleave, Combat Casting, Combat ReflexesDivine Might, Divine Vengeance, Dodge, Empower Spell, Endurance, Enlarge Spell, Extend Spell, Combat ExpertiseExtra Turning, Extra Turning, Great CleaveImproved Bull RushImproved Critical (greatclub), Improved Initiative, Iron WillLightning ReflexesMobility, Power Attack, Power Critical (greatclub), Quick Draw, Sacred SpellSpring Attack, Weapon Focus (greatclub), Weapon Specialization (greatclub), Whirlwind Attack.
Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Divine Abilities
Alter Size, Alter Form, Call Creatures (sea creatures), Control Creatures (sea creatures), Divine Storm, Divine Water Mastery, Extra Domain (Death), Extra Domain (Destruction), Hand of Death, Life and Death, Mind of the Beast, Power of Nature, ShapechangeSpeak with Creatures (sea creatures).
11/day death touch (roll 20d6; if subject touched does not have at least that many hp, it dies); 11/day smite (+4 on attack bonus and +20 on damage for one weapon attack; cast evil spells at +1 caster level; 11/day feat of strength (+20 enhancement bonus to Strength for 1 round); 11/day turn or destroy fire creatures, or rebuke or command water creatures.
Aegir uses these abilities as a 21st-level caster, except for evil spells, which he uses as a 22nd-level caster. The save DCs are 29 + spell level. acid fogblack tentaclesBlackwater Taintblackwater tentacleanimate dead, cause fear, clenched fistcrushing hand, dark tide, grasping handblasphemy, bull’s strength, cause fear, circle of doom, cone of cold, contagioncontrol water, create greater undead, death knell, death warddestruction, disintegrateDoom of the Seasearthquake, elemental swarm (as water spell only), endure elements, fog cloudharm, horrid wilting, ice stormimplosion, inflict critical wounds, inflict light wounds, maelstrommagic vestments, obscuring mistpressure sphererighteous mightshatter, slay living, spell immunitystoneskin, transformation of the deeps, wail of the banshee, water breathing.

Cleric Spells/Day: 6/8/8/8/8/7/6/6/6/5; base DC = 18 + spell level.

Other Divine Powers

As an intermediate deity, Aegir automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Aegir can see, hear, touch, and smell at a distance of eleven miles. As a standard action, he can perceive anything within eleven miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 11 hours.

Portfolio Sense: Aegir senses anything that affects the sea the instant it happens and eleven weeks into the past.

Automatic Actions: Aegir can use Knowledge (nature), Knowledge (religion), or Wilderness Lore as a free action if the DC for the task is 25 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Aegir can create any magic item related to water and the sea, as long as the itemΒ’s market price does not exceed 200,000 gp.

Currently in the World

In the 1450s, Aegir finds himself increasingly drawn to the affairs of mortals, as the world undergoes a period of great change and upheaval. Though he remains bound to the sea, he feels a deep sense of kinship with those who dare to venture out upon its waters, and he watches with fascination as new technologies and techniques transform the way humans interact with the ocean.

As he surveys the world around him, Aegir feels a growing sense of restlessness. He is aware that the balance of power is shifting, that the old ways are being challenged and upended. For centuries, he has taken great pride in his role as a keeper of tradition, but now he begins to question whether the time has come for a new order to emerge.

Aegir’s musings are interrupted by the sound of distant cannons, and he turns his gaze towards the horizon. In the distance, he can see a fleet of ships approaching, their sails billowing in the wind. Aegir recognizes the colors of the flag flying from the masthead – it is a vessel from the newly powerful nation of Portugal.

As the ships draw closer, Aegir feels a mixture of excitement and apprehension. He knows that the Portuguese are renowned for their exploration and their thirst for knowledge, but he also senses that they are driven by a hunger for power and wealth. Aegir observes the ships carefully, noting the techniques they use to navigate the treacherous waters and the weapons they carry to defend themselves from the dangers of the sea.

As the ships pass by, Aegir calls forth a great storm, unleashing a fury of wind and rain that sends the vessels reeling. The sailors cry out in terror, clinging to the rigging as the waves toss them about like playthings. Aegir watches with grim satisfaction, but also a sense of concern. He knows that the Portuguese will not be deterred so easily, and he wonders how he can best protect the delicate balance of power that has existed for so long.

For Aegir, the 1450s are a time of uncertainty and challenge, as he seeks to navigate the shifting currents of the mortal world. He is driven by a desire to preserve the ancient ways, but also a sense of curiosity and wonder at the innovations and discoveries that are unfolding around him. Ultimately, he knows that he must remain vigilant and adaptive, for the sea is an ever-changing force that demands constant attention and respect.

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