Asgardian Pantheon • Æsir
Odin — Allfather, Wanderer & Lord of the Slain
Odin is the one-eyed seeker of wisdom, lord of war-frenzy and victory, master of runes and poetry, patron of rulers and wanderers, and receiver of chosen battle-dead in Valhalla. He is not a gentle father-god: bargains, sacrifice, disguise, prophecy and the ruthless pursuit of knowledge define his power.
Odin at a Glance
- The god
- One-eyed Æsir god of wisdom, battle, poetry, magic and the chosen dead
- Other names
- Óðinn, Woden, Allfather, Grímnir, the Wanderer
- Where to meet him
- The roads of Midgard in disguise; Asgard and the halls of the chosen slain
- Recognisable signs
- A missing eye, broad hat, cloak, spear and two watchful ravens
- Companions
- Huginn and Muninn; Geri and Freki; eight-legged Sleipnir
- Famous possessions
- Gungnir, the spear; Draupnir, the multiplying ring
- The price of knowledge
- An eye given for Mímir’s wisdom; nine nights of self-sacrifice for the runes
- Foretold end
- Fenrir will kill him at Ragnarök; Víðarr will avenge him. Both events lie ahead.
For players: Odin may offer victory, a spell, a warning or a dangerous piece of knowledge. For GMs: he rarely reveals the full cost of a choice without being asked.
What Is Odin Doing Now?
A one-eyed traveller takes the last seat by a winter fire. He asks which of the dead were carried home from yesterday’s battle, and which were left on the field. Two ravens watch from the roof. The next morning the traveller is gone, but the wounded remember a song no one taught them.
Odin still crosses Midgard in disguise. His ravens bring news, his valkyries choose the slain and his followers seek old songs, lost runes and warriors worth remembering. Freyja claims her share of the battle-dead; not every fallen hero belongs to Odin. The gathering at Valhalla continues because Ragnarök is foretold, not finished.
The old losses already matter. Baldr remains in Hel, Loki is bound, and Fenrir has not yet escaped to devour the Allfather. Odin searches for knowledge that might prepare Asgard, even when it cannot change what the prophecies say. He may help adventurers who carry news of these powers—or ask them to undertake a task he cannot risk attempting openly.
Grímnismál stanza 14 describes Freyja’s share of the slain. The traveller’s appearance and current campaign activity above are playable setting interpretation, not a newly attested Eddic episode.
Mythic Identity
Odin is a son of Borr and the giant-born Bestla, and brother of Vili and Vé. Together the brothers overthrow Ymir and participate in the ordering of the world. Odin later becomes the dominant power of the Æsir, but his authority rests as much on knowledge, oath, charisma and terrifying foresight as on raw force.
His missing eye is the price of wisdom drawn from Mímir’s well. His self-hanging upon Yggdrasill, wounded by his own spear, wins the runes through an ordeal in which the god sacrifices himself to himself. The theft of the Mead of Poetry reveals the same pattern: Odin seeks wisdom, inspiration and power even when obtaining them requires deception, pain or broken boundaries.
War is equally central. Odin chooses some of the slain for Valhalla, inspires battle-fury, grants or withdraws victory and gathers the einherjar for the doom he knows is coming. Prophecy says Fenrir will devour him at Ragnarök and that Víðarr will avenge him.
Meeting the One-Eyed Wanderer
Odin is easier to meet than to recognise. He comes as an old traveller, cloaked and broad-hatted, asking for a seat by the fire or a song for his supper. A missing eye is a clue; it is not proof. Any con artist can dress as the Wanderer, but few can name what a raven saw two days earlier or repeat words buried with a dead skald.
Play the meeting as a conversation first. Let the visitors offer hospitality, challenge his tale, trade a poem, ask about the dead or refuse his company. Odin may answer with a name, a warning, a way across a dangerous road or a rune whose use comes at a price. He is capable of generosity as well as manipulation, and he does not owe every worshipper a miracle.
Make the cost understandable. If he demands a sacrifice, tell the players what is actually surrendered: a treasured possession, the right to claim an honour, a year of service, or—where the story warrants darker consequences—a life. Never surprise them after the choice with an invented hidden condition. A refused bargain should open another difficult route, not simply end the adventure.
The disguised wanderer and Odin’s tests of hospitality have Norse literary precedents; the specific transactions and encounter procedures above are original campaign guidance.
Gungnir, Draupnir and the Creatures of Odin’s Hall
Forged by the sons of Ívaldi, the spear marks Odin’s power in war. A spear laid down in his name may announce an alliance, a challenge or the beginning of a terrible fight. Its reputation does not mean every game attack must hit automatically.
Eight rings of equal weight emerge from Draupnir every ninth night. Odin laid the ring on Baldr’s funeral pyre; Hermóðr later brought it back from Hel. A claimant holding such a ring might have travelled where living people should not go.
Thought and Memory fly abroad and return with news. Watching them can reveal whom Odin is following, though a raven’s knowledge is not the same as omniscience. Odin’s anxiety over Muninn belongs to Grímnismál.
At his table Odin feeds these wolves while he drinks wine. Their presence changes a hall: a visitor who fears them may betray themselves before the first question is asked.
Odin’s mount crosses astonishing distances and roads between worlds. Hermóðr rode him to Hel seeking Baldr. An expedition that follows Sleipnir’s trail may find an impossible road but not an effortless passage through every ward.
The objects and animals are known from Norse accounts; the suggested uses as clues, encounters and campaign consequences are original. The full companion statistics from the older credited builds remain in the expandable archive.
The People Odin Cannot Ignore
Frigg knows more of fate than she will tell him. Baldr is his dead son, whose absence cannot be undone simply because the Allfather commands it. Thor protects Midgard openly where Odin works through disguises, bargains and selected champions. Loki once mixed blood with him as a sworn companion, not a biological child, and his binding bears on the doom of the gods.
Odin’s dread is Fenrir, fated to swallow him. His son Víðarr is prophesied to avenge that death. Odin knows the prophecy; the gods, the wolf and the fate of Asgard are still moving towards it. He can prepare, deceive and sacrifice, but that does not mean he can simply turn Ragnarök into yesterday’s history.
Three Adventures in Odin’s Shadow
These are original adventures built around the traditions of the wanderer, the ravens and the Mead of Poetry. Odin need not be the enemy or a quest dispenser. His presence changes what the characters know, who they trust and what they are prepared to do next.
1. Muninn Is in the Barrow
A raven cries from a sealed burial mound, although the mound has not been opened for generations. Inside, a grieving mother has trapped Muninn in a cage woven with runes. She believes that if Memory cannot return to Odin, the god will not learn her son’s name and choose him from tomorrow’s battlefield. The son intends to fight anyway. The characters can open the barrow, discover who taught her the charm, and decide whether to free the raven, warn the son or persuade the mother to break her own spell. The cage also holds memories of the mound’s dead, whose revenant is waking as its keeper weakens.
At the table: a blocked tomb entrance, a frightened living opponent rather than an automatic villain, and a revenant the party can fight or appease. If Muninn is freed, Odin learns the truth; the party’s choices still determine what happens to the family. This is a new campaign situation, not a recorded episode from the Eddas.
2. The Stranger’s Empty Seat
At a winter feast, an old man with a broad hat asks to hear a warrior’s latest boast. He answers with a song describing the warrior’s body on a battlefield the next morning. When the guests look again, his seat is empty and two ravens are at the window. The warrior wants to prove the stranger wrong; the captain would rather send him into the fight, believing a death worthy of Valhalla is already promised. The company must choose whether to stop the battle, find the wanderer and question his words, or accompany the warrior and help him survive it. A valkyrie watches the field, but does not erase their actions.
At the table: let players investigate the song’s details and change the battle’s circumstances. A prophecy makes the choice meaningful; it does not force the character to die because the GM has already written the ending.
3. The Last Cup at Hnitbjörg
A skald returns from the mountains with a single horn of mead and begins reciting verses in the voices of people long dead. A giant arrives to reclaim it, saying it came from the stores of Suttungr. The singer insists the mead is a gift; the giant says it was stolen from the mountain where Gunnlöð once guarded the Mead of Poetry. The characters can follow the giant through a cleft in the rock, discover who actually took the drink and decide whether to return it, share it or keep it from both claimants. The skald’s voice may already be changing lives in the village—and one of the dead has a secret worth hearing.
At the table: play the journey through the mountain as exploration, negotiation and possible combat. The myth of Odin and the Mead of Poetry is the foundation; this missing cup, its claimants and the consequences are new adventure material.
Worship, Shrines and Clerics
A skald pours a drink before the first verse. A warrior leaves a spear by a tree. A seer cuts runes while witnesses watch. These are credible ways Odin might be approached in a campaign, but no surviving source prescribes one universal ceremony for every community that honours him. His worship belongs to rulers and fighters as well as poets, wanderers and seekers of forbidden knowledge.
Offerings could involve weapons, food, drink and more troubling sacrifices. Accounts of human sacrifice associated with Odin survive, but their frequency and interpretation are disputed. Uppsala is an important historical association; it is not evidence that every village followed the same rite. If a local cult practices brutality, make its members, victims and consequences specific rather than claiming all worshippers do it.
Choose a Domain for the Cleric, Not the God
Knowledge or War suits a cleric whose emphasis is runes, insight or battle. Follow the 2024 domain and spell rules.
Knowledge or War again provides a grounded choice. A cleric cannot copy Odin’s private 2014 wizard list or CR.
Possible setting domains include Knowledge, Magic, Travel, Trickery and War; a weather-cult might choose Air. Use the actual PF1e domain powers.
Use the campaign’s supported 3.5e domains. The old divine-rank source in the archive is a god build, not an automatic progression for priests.
For the GM: tell the players who tends the shrine, what the rite can actually achieve, and whether a sacrifice is symbolic, voluntary or demanded by a dangerous local cult. The god’s blessing should have a playable consequence rather than being an empty line of lore.
Running Odin at the Table
Use Odin’s divine statistics when the characters confront a manifestation, contest a sacred place or take part in an extraordinary battle. Most meetings with him are better handled through conversation, investigation or choices over the dead and the knowledge he guards. Reducing a divine avatar to 0 hit points need not kill the mythic Odin or cancel Ragnarök.
Establish what Odin wants: a stolen raven returned, a threatened hall defended, a rune kept secret or a chosen warrior brought safely to a meeting. Give players an intelligible alternative to fighting.
He learns an enemy’s intention, uses runes to divide the battlefield, throws Gungnir and moves behind protective allies. He is not an endless automatic counterspell; give opponents turns to act.
A runic binding can be broken, a magical ward can be dispelled under its stated rules, a raven can only report what it actually witnessed and Odin’s disguise can be exposed. These are genuine ways to change the fight.
Saving the threatened person, escaping the hall, returning an item or learning a true name can be a complete success without defeating a god. Decide and tell the group which outcome counts before an epic encounter starts.
All four stat blocks are original, high-level campaign designs, not official or playtested gods. Their immense challenge ratings are not a substitute for an encounter plan. Choose the edition below; do not mix its spellcasting and action economy with another edition.
Odin — D&D 5.5e / 2024
Original epic encounter, not official D&D. Odin appears as a wanderer, seer and master of Gungnir. His CR 46 and proficiency bonus +13 extend beyond the published 2024 CR table. The encounter is not playtested; divine beings are not ordinary monsters.
Odin, One-Eyed Allfather
Medium Celestial (deity), Neutral · CR 46 (custom)
AC 32 (divine warding); Initiative +22 (32)
HP 1,075 (50d8 + 850); Speed 60 ft., Fly 120 ft. (divine manifestation)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 44 (+17) | 28 (+9) | 44 (+17) | 46 (+18) | 44 (+17) | 40 (+15) |
Saves Str +30, Dex +22, Con +30, Int +31, Wis +30, Cha +28
Skills Arcana +31, Deception +28, History +31, Insight +30, Perception +43 (expertise), Religion +31, Survival +30
Resistances Cold, Fire, Lightning, Psychic; Bludgeoning, Piercing and Slashing from nonmagical attacks
Immunities Necrotic, Poison; Charmed, Frightened, Poisoned
Senses Truesight 240 ft., Passive Perception 53
Languages All; Telepathy 1 mile; PB +13 (custom)
Traits
Runes Won at a Price. Odin has Advantage on saving throws against spells. Once per turn when he takes at least 20 damage, he gains one Rune Die (d12), maximum three. He can spend one after rolling an attack or saving throw, before the DM announces the result, to add its value.
Huginn and Muninn. His ravens can scout and report what they actually see. They cannot automatically reveal hidden plans, read every thought or sustain extra Concentration spells.
Legendary Resistance (4/Day). Odin can choose to succeed on a failed save.
Divine Spellcasting — 2024
Odin uses the 2024 Wizard spellcasting rules at level 20, with five cantrips and 25 prepared level 1+ spells. Intelligence is his casting ability (spell save DC 39, +31 spell attack using a custom epic +13 proficiency bonus). His spell slots are 4/3/3/3/3/2/2/1/1 for levels 1–9 and return after a Long Rest. He takes the Magic action where the 2024 spell requires it, obeys standard components and Concentration, and uses Gungnir as his campaign-specific focus. These spells belong to Odin himself, not his clerics.
| Spell level | Prepared repertoire (2024) |
|---|---|
| Cantrips (0) | Light, Mage Hand, Message, Minor Illusion, Prestidigitation |
| 1 | Comprehend Languages, Disguise Self, Shield |
| 2 | Detect Thoughts, Mirror Image, Misty Step |
| 3 | Counterspell, Dispel Magic, Sending |
| 4 | Arcane Eye, Dimension Door, Greater Invisibility |
| 5 | Legend Lore, Modify Memory, Scrying, Wall of Force |
| 6 | Contingency, True Seeing |
| 7 | Plane Shift, Teleport |
| 8 | Antimagic Field, Mind Blank |
| 9 | Foresight, Gate, Wish |
The spells use their 2024 versions; altered divine spellcasting level, ability scores, proficiency and repertoire are original encounter design. Slots are shared at each level, not one free cast per spell. A spell can be Concentrated on by only one creature and cannot be maintained by a separate raven.
Actions
Multiattack. Odin makes three Gungnir attacks, or two Gungnir attacks and uses Rune-Binding.
Gungnir. Melee or Ranged Attack Roll: +30, reach 10 ft. or range 120/600 ft. Hit: 39 (4d10 + 17) Piercing plus 27 (6d8) Force. The spear returns to his hand after a thrown attack.
Rune-Binding (Recharge 5–6). Up to three creatures Odin sees within 90 ft. make DC 38 Wisdom saves. Failure: 36 (8d8) Psychic damage and Restrained until the end of the creature’s next turn. Success: half damage, not Restrained. An affected creature can spend an action to free itself on a DC 30 Strength (Athletics) or Intelligence (Arcana) check. An antimagic field also suppresses the effect.
Seer’s Question (3/Day). Odin asks one creature within 60 ft. a question. It may answer, stay silent or attempt a DC 38 Charisma save. On a failure, Odin learns its immediate conscious intention, not every memory or a guaranteed future.
Bonus Action
Wanderer’s Veil. Odin changes his appearance to that of a humanoid he has seen. His numbers remain unchanged, and Truesight reveals the illusion.
Reaction
Forewarned. Odin reduces the damage of one attack hitting him or a willing ally within 60 ft. by 35. The attack still hits.
Legendary Actions
Three uses, regained at the start of Odin’s turn; Odin uses one option after another creature’s turn: Wanderer Step (move half speed without Opportunity Attacks) or Raven’s Report (locate one creature a raven can see); Gungnir costs two uses and makes one attack. These are custom encounter rules.
Optional Lair Action
At Initiative count 20 (losing ties) in his Asgard hall, Odin reveals a rune prepared on the floor. A 20-foot square becomes Difficult Terrain until the next round; a creature can disable it with an action and a DC 30 Intelligence (Arcana) check.
Odin — D&D 5e / 2014
Original 2014-rules divine manifestation, not official. This version has 2014 innate spellcasting, legendary-action timing and concentration. Its CR 42 and proficiency bonus +12 extend beyond the official 2014 CR 30 table; balance is untested. The credited EN World fan build remains below as an older alternative.
Odin, Keeper of Runes
Medium celestial (deity), neutral
Armor Class 30 (divine warding)
Hit Points 946 (44d8 + 748)
Speed 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 42 (+16) | 26 (+8) | 44 (+17) | 42 (+16) | 42 (+16) | 38 (+14) |
Saving Throws Str +28, Dex +20, Con +29, Int +28, Wis +28, Cha +26
Skills Arcana +28, Deception +26, History +28, Insight +28, Perception +40 (expertise), Religion +28
Damage Resistances cold, fire, lightning, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 240 ft., passive Perception 50
Languages all, telepathy 1 mile
Challenge 42 (custom epic CR, no published 2014 XP award)
Traits
Magic Resistance. Odin has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Odin fails a saving throw, he may choose to succeed instead.
Divine Spellcasting — 2014
Odin casts as an original epic 20th-level wizard using Intelligence (spell save DC 36, +28 to hit with spell attacks using custom +12 proficiency). He uses the 2014 spellcasting and concentration rules, Gungnir as a spellcasting focus and ordinary casting times. Spell slots are 4/3/3/3/3/2/2/1/1 for 1st–9th level, restored after a long rest. These are his own prepared spells, not the spells available to a cleric who worships him.
| Level | Prepared 2014 spells |
|---|---|
| Cantrips (0) | Mage Hand, Message, Minor Illusion, Prestidigitation, Ray of Frost |
| 1 | Comprehend Languages, Detect Magic, Disguise Self, Shield |
| 2 | Detect Thoughts, Mirror Image, Misty Step, See Invisibility |
| 3 | Counterspell, Dispel Magic, Sending, Tongues |
| 4 | Arcane Eye, Dimension Door, Greater Invisibility, Locate Creature |
| 5 | Legend Lore, Modify Memory, Scrying, Wall of Force |
| 6 | Contingency, Globe of Invulnerability, True Seeing |
| 7 | Forcecage, Plane Shift, Project Image, Teleport |
| 8 | Antimagic Field, Maze, Mind Blank, Telepathy |
| 9 | Foresight, Gate, Time Stop, Wish |
The list is a specific prepared repertoire rather than an unrestricted ability to cast every spell. No extra free ninth-level uses are implied. This is a custom 2014 divine adaptation; standard 2014 wizard spell lists and spell-slot rules determine casting and concentration.
Actions
Multiattack. Odin makes three Gungnir attacks.
Gungnir. Melee or Ranged Weapon Attack: +28 to hit, reach 10 ft. or range 120/600 ft., one target. Hit: 38 (4d10 + 16) piercing damage plus 27 (6d8) force damage. Gungnir returns immediately after Odin throws it.
Rune of Exile (Recharge 5–6). One creature Odin sees within 90 ft. makes a DC 36 Charisma saving throw. On a failure, it vanishes into an empty demiplane until the end of its next turn, then returns to its original space or nearest unoccupied space. A target can choose to fail. On a success, it is immune to Rune of Exile for 24 hours. This power cannot leave a creature permanently stranded.
Reaction
One Eye Open. When an attack hits Odin, he can force a reroll of the d20, using the lower result of the two. If the attack now misses, it deals no damage. The attacker must be visible to Odin.
Legendary Actions (2014)
Odin can take 3 legendary actions, one option at a time at the end of another creature’s turn. Spent actions return at the start of his turn. He cannot use them while incapacitated.
Wanderer Step. Odin moves up to half his speed without provoking opportunity attacks.
Raven’s Counsel. Odin has advantage on his next Perception or Investigation check before the end of his next turn, provided Huginn or Muninn can see the subject.
Gungnir (Costs 2 Actions). Odin makes one Gungnir attack.
Optional Hall Influence
On initiative count 20 (losing ties) in Valaskjálf, Odin creates a 20-foot-radius patch of dim light within 120 ft. until the following round. Creatures without darkvision treat the patch as lightly obscured. This is an original encounter option.
Odin — Pathfinder 1e
Original Pathfinder 1e epic manifestation. CR 40, 55 outsider Hit Dice and the powers here are a bespoke deity encounter, not official Pathfinder. The full feat budget and CR have not been encounter-tested. Pathfinder’s outsider Hit Dice, saving throw progressions, spell-like abilities and combat maneuver system differ from D&D 2014 and 2024.
Odin, Rune-Wise Allfather
CR 40 (custom); XP by GM award; Medium outsider (extraplanar), N
Init +14; Senses darkvision 60 ft., true seeing; Perception +74; Aura foresight (30 ft.)
DEFENSE — AC 55, touch 45, flat-footed 45 (+10 Dex, +25 deflection, +10 natural); hp 1,183 (55d10 + 880); Fort +34, Ref +39, Will +45; DR 20/epic; SR 51; Immune poison, death effects; Resist cold 30, fire 30, electricity 30
OFFENSE — Speed 60 ft., fly 100 ft. (perfect); Melee Gungnir +77/+72/+67/+62 (2d8+22 piercing plus 6d8 force, 19–20/×3); Ranged Gungnir +70/+65/+60/+55 (2d8+22 plus 6d8 force, range increment 100 ft.); Space/Reach 5 ft./5 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 44 (+17) | 30 (+10) | 42 (+16) | 46 (+18) | 42 (+16) | 38 (+14) |
STATISTICS — Str 44, Dex 30, Con 42, Int 46, Wis 42, Cha 38; Base Atk +55, CMB +72, CMD 92. Skills Knowledge (arcana/history/religion) +76 each, Perception +74, Sense Motive +74, Spellcraft +76, Use Magic Device +69. These are selected relevant skills rather than an exhaustive 55-HD allocation. For 55 outsider Hit Dice this original manifestation has 28 standard feat slots. Its feat selection is listed below; only representative class skills are shown, so the complete 55-HD skill-rank allocation is set out in the expandable audit below; epic encounter balance remains unplaytested.
Feats and their use (PF1e)
28 feats: Improved Initiative, Improved Critical (spear), Power Attack, Cleave, Great Cleave, Combat Expertise, Improved Disarm, Greater Disarm, Improved Trip, Greater Trip, Improved Sunder, Greater Sunder, Combat Reflexes, Blind-Fight, Quick Draw, Point-Blank Shot, Precise Shot, Deadly Aim, Endurance, Diehard, Combat Casting, Extend Spell, Silent Spell, Still Spell, Quicken Spell, Empower Spell, Maximize Spell, Eschew Materials.
Rules note: Improved Initiative is already reflected in Init +14 (+10 Dexterity, +4 feat); Improved Critical is reflected in Gungnir’s 19–20 critical range. The default listed attack rolls do not activate optional Power Attack, Combat Expertise or Deadly Aim penalties. Combat Casting adds +4 only to relevant defensive concentration checks, not the general concentration figure. The feat selection is a Pathfinder 1e build proposal, not official published epic Odin rules. Its 55d10 Hit Dice, two good saves (Reflex and Will), full base attack and 6 + Intelligence-modifier skill ranks per die follow the Pathfinder 1e outsider type.
55-HD skills: at 6 + Intelligence modifier (+18) per Hit Die, the standard outsider allotment is 1,320 ranks. Arcana, history, religion and Spellcraft are the four theme-selected extra class skills; Knowledge (planes), Perception and Sense Motive are regular outsider class skills. The complete 55-HD skill allocation is available in the expandable reference below. Its totals are usable in Pathfinder 1e, but the epic encounter’s CR remains original and unplaytested.
Full Pathfinder 1e skill allocation (55 HD; 1,320 ranks)
The following complete 1,320-rank allocation assigns 55 ranks to each of 24 skills (maximum 55 ranks per skill). The bonuses include ability modifiers and the +3 class-skill bonus where earned; Fly also includes +8 for perfect maneuverability. This remains an original divine stat block, not an officially validated CR-40 build.
- Acrobatics +65 (55 ranks)
- Appraise +73 (55 ranks)
- Bluff +72 (55 ranks, class skill)
- Climb +72 (55 ranks)
- Craft (runes) +76 (55 ranks, class skill)
- Diplomacy +69 (55 ranks)
- Disguise +69 (55 ranks)
- Escape Artist +65 (55 ranks)
- Fly +76 (55 ranks, class skill, +8 perfect flight)
- Heal +71 (55 ranks)
- Intimidate +69 (55 ranks)
- Knowledge (arcana) +76 (55 ranks, class skill)
- Knowledge (history) +76 (55 ranks, class skill)
- Knowledge (local) +73 (55 ranks)
- Knowledge (nature) +73 (55 ranks)
- Knowledge (planes) +76 (55 ranks, class skill)
- Knowledge (religion) +76 (55 ranks, class skill)
- Linguistics +73 (55 ranks)
- Perception +74 (55 ranks, class skill)
- Sense Motive +74 (55 ranks, class skill)
- Spellcraft +76 (55 ranks, class skill)
- Stealth +68 (55 ranks, class skill)
- Survival +71 (55 ranks)
- Use Magic Device +69 (55 ranks)
The six base outsider class skills are Bluff, Craft, Knowledge (planes), Perception, Sense Motive and Stealth. This campaign outsider adds arcana, history, religion and Spellcraft as its four thematic class skills; Fly counts as a class skill from its flight speed. All remaining skills listed are non-class. These are base skill totals before situational spell, ability or armour modifiers.
Special Abilities
Gungnir (Su). A +5 divine weapon whose enhancement is included in the displayed +22 damage modifier (+17 Strength, +5 enhancement). It returns after a ranged strike. It ignores ordinary concealment but never total cover. No extra off-table weapon attack is granted.
Runic Oath (Su; 3/day). A creature Odin sees within 60 ft. must succeed on a DC 50 Will save or become staggered for 1 round. The target can escape using a DC 48 Escape Artist check or by destroying the runes (hardness 10, 50 hp). The ability cannot force a confession, erase an oath or remove all player choice.
Forewarned (Su). Odin cannot be surprised while conscious and may reroll one failed Reflex saving throw each day. He still requires an actual source of information to know a character’s plans.
PF1e Divine Spellcasting
This custom manifestation prepares spells as a 20th-level wizard but has caster level 40 from divine enhancement. Intelligence 46 gives +18; wizard spell save DC is 28 + spell level. Its baseline wizard slots are 4 per level from 1–9 plus the normal Intelligence bonus slots (not unlimited casts), and cantrips are prepared and used according to PF1e rules. Concentration for wizard spells is +58 (CL 40 + Int 18). Spells take their normal Pathfinder casting time, components, spell resistance and durations.
| Level | Prepared PF1e spells |
|---|---|
| 0 | Detect Magic, Mage Hand, Prestidigitation, Read Magic |
| 1 | Alarm, Comprehend Languages, Disguise Self, Shield |
| 2 | Detect Thoughts, Invisibility, Mirror Image, See Invisibility |
| 3 | Clairaudience/Clairvoyance, Dispel Magic, Haste, Tongues |
| 4 | Arcane Eye, Dimension Door, Greater Invisibility, Scrying |
| 5 | Contact Other Plane, Dream, Mind Fog, Teleport |
| 6 | Analyze Dweomer, Contingency, Greater Dispel Magic, True Seeing |
| 7 | Greater Teleport, Plane Shift, Spell Turning, Vision |
| 8 | Discern Location, Maze, Mind Blank, Moment of Prescience |
| 9 | Astral Projection, Gate, Time Stop, Wish |
Spell-Like Abilities (Su/Sp; custom). Separately from the prepared wizard list, Odin can use detect thoughts (DC 26), disguise self and greater teleport (self only) at will; greater dispel magic, legend lore, plane shift (self only) and wall of force 3/day each; and foresight or gate 1/day each (one shared use). These abilities have caster level 40; Charisma-based save DC 24 + spell level (10 + 14 + spell level) and concentration +54 where applicable. They are campaign-specific divine spell-like abilities and do not consume wizard slots.
Pathfinder wizard preparation, Intelligence bonus slots, arcane spell DCs and spell-like ability rules are distinct. The list fixes a concrete encounter repertoire; its divine CL and supplemental spell-like powers remain original design. Pathfinder spellcasting reference.
Encounter Guidance
His preferred response is to offer a bargain and demand a difficult choice. This encounter has no claim to official Pathfinder CR balance. His 55-HD skill and feat accounting, action economy and Spell Resistance need specialist playtesting before a high-level party fights him.
Odin — D&D 3.5e
Preserved and credited epic 3.5e adaptation. This edition includes a 69-class-level greater deity, the full divine salient ability list, Gungnir’s complicated attacks and his spellcasting progression. The original Dicefreaks fan build with complete tables remains below; this short reference gives an entry point, not a substitute for its mechanics.
Odin — credited Dicefreaks build (mercucio)
Medium outsider (Æsir, extraplanar), Greater Deity (Divine Rank 19), neutral · CR 70 (custom legacy)
Classes Fighter 24 / Wizard 10 / Loremaster 25 / Gleeman 10 (69 class Hit Dice)
Hit Dice 24d10+336 plus 35d4+490 plus 10d6+140 (1,406 hp, correctly maximized for a divine-rank 19 deity). The 3.5e divine-rank rules grant deities maximum hit points from every Hit Die: 24×10 + 35×4 + 10×6 + 69×14 Constitution = 1,406. 3.5e SRD: Divine Hit Points. The original credited author’s 1,406 is correct; an ordinary creature’s average-hit-point calculation must not replace it.
Speed 80 ft., fly 190 ft. (perfect)
AC 103, touch 67, flat-footed 91; DR 30/epic and adamantine; Fast Healing 39; SR 85; Fire Resistance 34
Fort +76, Ref +70, Will +76
Str 46, Dex 30, Con 38, Int 50, Wis 35, Cha 45
BAB/Grapple +45/+82
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 46 (+18) | 30 (+10) | 38 (+14) | 50 (+20) | 35 (+12) | 45 (+17) |
Arcane Spellcasting — Original 3.5e Build
The credited fan build gives Odin caster level 48, custom save DC 40 + spell level and Spontaneous Wizard Spells as a divine ability. It also describes access to spells outside the normal wizard class list and many epic-level slots. The table preserves its printed daily slot counts for levels 0–9 and supplies examples of compatible 3.5e arcane spells; it does not claim to be every spell the deity knows or a standard wizard progression. The original complete mechanics and higher-level spell slots remain in the expandable archive below.
| Level | Legacy daily uses | Typical 3.5e spells available |
|---|---|---|
| 0 | 4 | Detect Magic, Mage Hand, Prestidigitation, Read Magic |
| 1 | 9 | Comprehend Languages, Disguise Self, Identify, Shield |
| 2 | 9 | Detect Thoughts, Invisibility, Mirror Image, See Invisibility |
| 3 | 9 | Clairaudience/Clairvoyance, Dispel Magic, Haste, Tongues |
| 4 | 9 | Arcane Eye, Dimension Door, Greater Invisibility, Scrying |
| 5 | 8 | Contact Other Plane, Dream, Teleport, Wall of Force |
| 6 | 8 | Contingency, Greater Dispel Magic, Legend Lore, True Seeing |
| 7 | 8 | Greater Teleport, Plane Shift, Spell Turning, Vision |
| 8 | 8 | Maze, Mind Blank, Moment of Prescience, Greater Prying Eyes |
| 9 | 7 | Foresight, Gate, Time Stop, Wish |
Spell levels, components, preparation and concentration are governed by the chosen D&D 3.5e rules. Any spell list beyond the printed core repertoire, divine feat-based casting exceptions and epic spell slots should be checked with the GM. These values come from the credited historical adaptation and are not independently validated as a legal standard 3.5e build.
Gungnir. The legacy attack is +95/+95 melee touch (2d6+44 plus 2d6 divine, plus further divine damage and a death effect [DC 62]); detailed iteratives, haft attacks and feats are in the source below. Because touch attacks and divine-rank modifiers were designed as epic homebrew, they must be checked against the particular 3.5e rules allowed at your table.
Original author: mercucio, Dicefreaks forum build. CR 70 and full 69-HD feat/spell/class progression have not been independently playtested or certified. Preserve the original build and its authorship; do not mistake it for an official D&D 3.5e deity statistic.
Odin’s companions — four editions each
Huginn, Muninn, Sleipnir, Geri and Freki each have separate playable rules for D&D 2024, D&D 2014, Pathfinder 1e and D&D 3.5e. These are original alternatives; the credited older source blocks remain below.
Huginn — Thought — open four RPG editions
Huginn — Thought
Huginn is a sharp-eyed raven that watches the decisions people make. Each of the four entries below is a separate, original game adaptation. These mechanics do not replace or alter the credited EN World and Dicefreaks stat blocks preserved in the archive.
Huginn — D&D 2024
AC 17; HP 45 (10d4 + 20); Speed 10 ft., fly 80 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) | 12 (+1) |
Saving Throws Dex +8, Wis +7; Skills Perception +7, Insight +7; Senses Darkvision 60 ft., Passive Perception 17; Languages understands Odin’s speech; no ordinary speaking voice
Thought’s Witness. Huginn observes what a person says and does. He is not able to read every private thought or discover secrets he has never encountered.
Flyby. Huginn does not provoke opportunity attacks when flying out of an enemy’s reach.
Actions
Multiattack. Huginn makes 2 Talons attacks.
Talons. Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) Piercing plus 7 (2d6) Force.
A Thought Exposed. One creature Huginn can see within 30 feet makes a DC 15 Wisdom saving throw. On a failure, its next attack roll against a creature other than Huginn has disadvantage as its intentions briefly show. The creature is immune to this feature for 24 hours after succeeding.
Huginn — D&D 2014
AC 17; HP 45 (10d4 + 20); Speed 10 ft., fly 80 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) | 12 (+1) |
Saving Throws Dex +8, Wis +7; Skills Perception +7, Insight +7; Senses Darkvision 60 ft., Passive Perception 17; Languages understands Odin’s speech; no ordinary speaking voice
Thought’s Witness. Huginn observes what a person says and does. He is not able to read every private thought or discover secrets he has never encountered.
Flyby. Huginn does not provoke opportunity attacks when flying out of an enemy’s reach.
Actions
Multiattack. Huginn makes 2 Talons attacks.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) Piercing plus 7 (2d6) Force.
Reaction
Intercept a Thought. When a creature Huginn sees within 30 feet makes an attack, Huginn can impose disadvantage on that attack’s roll (one reaction), before the outcome is declared.
2014 use: The attack, reaction and saving throw rules follow the 2014 monster format; this divine creature’s abilities are original rather than an official Monster Manual entry.
Huginn — Pathfinder 1e
CR 5 (original divine companion); Type Tiny magical beast; AC 21 (+2 size, +5 Dex, +4 natural); hp 45 (6d10 + 12); Speed 10 ft., fly 80 ft. (good)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) | 12 (+1) |
Fort/Ref/Will Fort +7, Ref +10, Will +6; BAB +6; CMB +2; CMD 17; Feats Weapon Finesse, Flyby Attack, Skill Focus (Perception)
Skills Perception +16, Stealth +23; Senses darkvision 60 ft.; Space/Reach 2½ ft./0 ft.
Thought’s Witness. Huginn observes what a person says and does. He is not able to read every private thought or discover secrets he has never encountered.
Offense and Powers
Talons: +13 melee (1d2–2 plus 2d6 force (minimum 1 piercing)); can use Weapon Finesse to attack with Dexterity; powers are supernatural only where specified.
A Thought Exposed. Thought’s Warning (Su): Once per day a creature within 30 ft. attempts Will DC 14; on failure it takes a –2 penalty to its next attack roll before the end of its next turn. This never forces a confession.
Original Pathfinder 1e adaptation. The listed core statistics are custom and use Pathfinder 1e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Huginn — D&D 3.5e
CR 5 (original divine companion); Type Tiny magical beast; AC 21 (+2 size, +5 Dex, +4 natural); hp 45 (6d10 + 12); Speed 10 ft., fly 80 ft. (good)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) | 12 (+1) |
Fort/Ref/Will Fort +7, Ref +10, Will +6; BAB +6; Grapple –4; Feats Weapon Finesse, Flyby Attack, Skill Focus (Perception)
Skills Spot +16, Hide +23; Senses darkvision 60 ft.; Space/Reach 2½ ft./0 ft.
Thought’s Witness. Huginn observes what a person says and does. He is not able to read every private thought or discover secrets he has never encountered.
Offense and Powers
Talons: +13 melee (1d2–2 plus 2d6 force (minimum 1 piercing)); can use Weapon Finesse to attack with Dexterity; powers are supernatural only where specified.
A Thought Exposed. Thought’s Warning (Su): Once per day a creature within 30 ft. attempts Will DC 14; on failure it takes a –2 penalty to its next attack roll before the end of its next turn. This never forces a confession.
Original D&D 3.5e adaptation. The listed core statistics are custom and use 3.5e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Muninn — Memory — open four RPG editions
Muninn — Memory
Muninn is Odin’s raven who returns with witnessed memories, not omniscience. Each of the four entries below is a separate, original game adaptation. These mechanics do not replace or alter the credited EN World and Dicefreaks stat blocks preserved in the archive.
Muninn — D&D 2024
AC 17; HP 45 (10d4 + 20); Speed 10 ft., fly 80 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 20 (+5) | 12 (+1) |
Saving Throws Dex +8, Wis +8; Skills Perception +8, Insight +8; Senses Darkvision 60 ft., Passive Perception 18; Languages understands Odin’s speech; no ordinary speaking voice
Memory’s Witness. Muninn can recall a sound or sight that he personally witnessed. He cannot recall what happened before he arrived, and his memory does not rewrite events.
Flyby. Muninn does not provoke opportunity attacks when flying out of an enemy’s reach.
Actions
Multiattack. Muninn makes 2 Talons attacks.
Talons. Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) Piercing plus 7 (2d6) Force.
The Spoken Memory. One creature Muninn can see within 30 feet makes a DC 16 Wisdom saving throw. On a failure, the creature cannot benefit from being hidden from Muninn until the start of Muninn’s next turn as a remembered detail gives it away. Total cover still blocks sight.
Muninn — D&D 2014
AC 17; HP 45 (10d4 + 20); Speed 10 ft., fly 80 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 20 (+5) | 12 (+1) |
Saving Throws Dex +8, Wis +8; Skills Perception +8, Insight +8; Senses Darkvision 60 ft., Passive Perception 18; Languages understands Odin’s speech; no ordinary speaking voice
Memory’s Witness. Muninn can recall a sound or sight that he personally witnessed. He cannot recall what happened before he arrived, and his memory does not rewrite events.
Flyby. Muninn does not provoke opportunity attacks when flying out of an enemy’s reach.
Actions
Multiattack. Muninn makes 2 Talons attacks.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) Piercing plus 7 (2d6) Force.
Reaction
Correct the Record. When an ally Muninn can see within 30 feet makes an Intelligence or Wisdom ability check about something Muninn personally witnessed, he can grant advantage on that check (one reaction).
2014 use: The attack, reaction and saving throw rules follow the 2014 monster format; this divine creature’s abilities are original rather than an official Monster Manual entry.
Muninn — Pathfinder 1e
CR 5 (original divine companion); Type Tiny magical beast; AC 21 (+2 size, +5 Dex, +4 natural); hp 45 (6d10 + 12); Speed 10 ft., fly 80 ft. (good)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 20 (+5) | 12 (+1) |
Fort/Ref/Will Fort +7, Ref +10, Will +7; BAB +6; CMB +2; CMD 17; Feats Weapon Finesse, Flyby Attack, Skill Focus (Perception)
Skills Perception +17, Stealth +23; Senses darkvision 60 ft.; Space/Reach 2½ ft./0 ft.
Memory’s Witness. Muninn can recall a sound or sight that he personally witnessed. He cannot recall what happened before he arrived, and his memory does not rewrite events.
Offense and Powers
Talons: +13 melee (1d2–2 plus 2d6 force (minimum 1 piercing)); can use Weapon Finesse to attack with Dexterity; powers are supernatural only where specified.
The Spoken Memory. Perfect Recollection (Su): Muninn perfectly recalls speech or events he personally witnessed within the past year. Once per day he may point out one hidden creature within 30 ft.; that creature attempts Will DC 14 or loses its concealment against Muninn alone for 1 round. Total cover still works.
Original Pathfinder 1e adaptation. The listed core statistics are custom and use Pathfinder 1e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Muninn — D&D 3.5e
CR 5 (original divine companion); Type Tiny magical beast; AC 21 (+2 size, +5 Dex, +4 natural); hp 45 (6d10 + 12); Speed 10 ft., fly 80 ft. (good)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 20 (+5) | 14 (+2) | 16 (+3) | 20 (+5) | 12 (+1) |
Fort/Ref/Will Fort +7, Ref +10, Will +7; BAB +6; Grapple –4; Feats Weapon Finesse, Flyby Attack, Skill Focus (Perception)
Skills Spot +17, Hide +23; Senses darkvision 60 ft.; Space/Reach 2½ ft./0 ft.
Memory’s Witness. Muninn can recall a sound or sight that he personally witnessed. He cannot recall what happened before he arrived, and his memory does not rewrite events.
Offense and Powers
Talons: +13 melee (1d2–2 plus 2d6 force (minimum 1 piercing)); can use Weapon Finesse to attack with Dexterity; powers are supernatural only where specified.
The Spoken Memory. Perfect Recollection (Su): Muninn perfectly recalls speech or events he personally witnessed within the past year. Once per day he may point out one hidden creature within 30 ft.; that creature attempts Will DC 14 or loses its concealment against Muninn alone for 1 round. Total cover still works.
Original D&D 3.5e adaptation. The listed core statistics are custom and use 3.5e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Sleipnir — Eight-legged steed — open four RPG editions
Sleipnir — Eight-legged steed
Sleipnir is a gigantic eight-legged horse able to carry Odin along perilous world-roads. Each of the four entries below is a separate, original game adaptation. These mechanics do not replace or alter the credited EN World and Dicefreaks stat blocks preserved in the archive.
Sleipnir — D&D 2024
AC 17; HP 114 (12d10 + 48); Speed 100 ft.; CR 9 (original, unplaytested), PB +4
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 16 (+3) | 18 (+4) | 10 (+0) | 16 (+3) | 12 (+1) |
Saving Throws Str +11, Dex +7, Wis +7; Skills Perception +7, Athletics +11; Senses Darkvision 60 ft., Passive Perception 17; Languages understands Odin’s speech; no ordinary speaking voice
Eight-Legged Gallop. Sleipnir crosses ground, snow and scree at great speed; his route between realms requires an open passage, not free teleportation through walls.
Sure-Footed. Sleipnir ignores nonmagical difficult terrain from mud, snow, stone and ice.
Actions
Multiattack. Sleipnir makes 2 Hoof attacks.
Hoof. Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) Bludgeoning plus 7 (2d6) Force.
World-Road Step (1/Day). As an action Sleipnir and up to two willing riders cross a visible planar crossing within 30 feet to its known exit, provided there is room for all of them. The crossing must already exist, and magic that bars planar travel still works.
Sleipnir — D&D 2014
AC 17; HP 114 (12d10 + 48); Speed 100 ft.; CR 9 (original, unplaytested), PB +4
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 16 (+3) | 18 (+4) | 10 (+0) | 16 (+3) | 12 (+1) |
Saving Throws Str +11, Dex +7, Wis +7; Skills Perception +7, Athletics +11; Senses Darkvision 60 ft., Passive Perception 17; Languages understands Odin’s speech; no ordinary speaking voice
Eight-Legged Gallop. Sleipnir crosses ground, snow and scree at great speed; his route between realms requires an open passage, not free teleportation through walls.
Sure-Footed. Sleipnir ignores nonmagical difficult terrain from mud, snow, stone and ice.
Actions
Multiattack. Sleipnir makes 2 Hoof attacks.
Hoof. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) Bludgeoning plus 7 (2d6) Force.
Reaction
Shield the Rider. When his rider is hit by an attack that Sleipnir can see, Sleipnir can use his reaction to become the target instead if the attack can reach him.
2014 use: The attack, reaction and saving throw rules follow the 2014 monster format; this divine creature’s abilities are original rather than an official Monster Manual entry.
Sleipnir — Pathfinder 1e
CR 9 (original divine companion); Type Large magical beast; AC 18 (–1 size, +3 Dex, +6 natural); hp 114 (12d10 + 48); Speed 100 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 16 (+3) | 18 (+4) | 10 (+0) | 16 (+3) | 12 (+1) |
Fort/Ref/Will Fort +12, Ref +11, Will +7; BAB +12; CMB +20; CMD 33; Feats Endurance, Improved Initiative, Run, Skill Focus (Perception), Dodge, Mobility
Skills Perception +21, Survival +15; Senses darkvision 60 ft.; Space/Reach 10 ft./5 ft.
Eight-Legged Gallop. Sleipnir crosses ground, snow and scree at great speed; his route between realms requires an open passage, not free teleportation through walls.
Offense and Powers
Hoof: +18 melee (1d8+7 bludgeoning); two hoof attacks as a full attack; powers are supernatural only where specified.
World-Road Step (1/Day). World-Road Step (Su; 1/day): Sleipnir and at most two willing riders may traverse one already-open planar crossing within 30 ft. as a standard action. It cannot bypass a forbiddance or solid obstruction.
Original Pathfinder 1e adaptation. The listed core statistics are custom and use Pathfinder 1e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Sleipnir — D&D 3.5e
CR 9 (original divine companion); Type Large magical beast; AC 18 (–1 size, +3 Dex, +6 natural); hp 114 (12d10 + 48); Speed 100 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 16 (+3) | 18 (+4) | 10 (+0) | 16 (+3) | 12 (+1) |
Fort/Ref/Will Fort +12, Ref +11, Will +7; BAB +12; Grapple +23; Feats Endurance, Improved Initiative, Run, Skill Focus (Perception), Dodge
Skills Spot +21, Survival +15; Senses darkvision 60 ft.; Space/Reach 10 ft./5 ft.
Eight-Legged Gallop. Sleipnir crosses ground, snow and scree at great speed; his route between realms requires an open passage, not free teleportation through walls.
Offense and Powers
Hoof: +18 melee (1d8+7 bludgeoning); two hoof attacks as a full attack; powers are supernatural only where specified.
World-Road Step (1/Day). World-Road Step (Su; 1/day): Sleipnir and at most two willing riders may traverse one already-open planar crossing within 30 ft. as a standard action. It cannot bypass a forbiddance or solid obstruction.
Original D&D 3.5e adaptation. The listed core statistics are custom and use 3.5e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Geri — Odin’s wolf — open four RPG editions
Geri — Ravenous wolf
Geri is the wolf who stands watch beside Odin’s chosen companions. Each of the four entries below is a separate, original game adaptation. These mechanics do not replace or alter the credited EN World and Dicefreaks stat blocks preserved in the archive.
Geri — D&D 2024
AC 16; HP 60 (8d8 + 24); Speed 50 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Saving Throws Str +6, Dex +6, Wis +5; Skills Perception +5, Athletics +6; Senses Darkvision 60 ft., Passive Perception 15; Languages understands Odin’s speech; no ordinary speaking voice
Guard the Fallen. Geri is a formidable divine wolf at Odin’s table. He protects allies but is neither a mortal guard dog nor an automatic death sentence for the wounded.
Keen Hearing and Smell. Advantage on Perception checks relying on hearing or smell.
Actions
Multiattack. Geri makes 2 Bite attacks.
Bite. Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Piercing.
Stand over the Fallen. When an ally within 5 feet of Geri takes damage, Geri can use his reaction to reduce that damage by 9 (2d8). He must be able to see the attacker.
Geri — D&D 2014
AC 16; HP 60 (8d8 + 24); Speed 50 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Saving Throws Str +6, Dex +6, Wis +5; Skills Perception +5, Athletics +6; Senses Darkvision 60 ft., Passive Perception 15; Languages understands Odin’s speech; no ordinary speaking voice
Guard the Fallen. Geri is a formidable divine wolf at Odin’s table. He protects allies but is neither a mortal guard dog nor an automatic death sentence for the wounded.
Keen Hearing and Smell. Advantage on Perception checks relying on hearing or smell.
Actions
Multiattack. Geri makes 2 Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Piercing.
Reaction
Ward a Companion. As a reaction when an adjacent ally is attacked, Geri imposes disadvantage on that one attack roll before the result is known.
2014 use: The attack, reaction and saving throw rules follow the 2014 monster format; this divine creature’s abilities are original rather than an official Monster Manual entry.
Geri — Pathfinder 1e
CR 5 (original divine companion); Type Medium magical beast; AC 17 (+3 Dex, +4 natural); hp 68 (8d10 + 24); Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Fort/Ref/Will Fort +9, Ref +9, Will +4; BAB +8; CMB +11; CMD 24; Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (bite), Endurance
Skills Perception +13, Survival +10; Senses darkvision 60 ft.; Space/Reach 5 ft./5 ft.
Guard the Fallen. Geri is a formidable divine wolf at Odin’s table. He protects allies but is neither a mortal guard dog nor an automatic death sentence for the wounded.
Offense and Powers
Bite: +12 melee (1d8+4 piercing); bite as a primary natural attack; powers are supernatural only where specified.
Stand over the Fallen. Guard the Fallen (Ex): Once per round as an immediate action Geri grants an adjacent ally a +2 shield bonus to AC against a single visible attack; this cannot apply to an attack already resolved.
Original Pathfinder 1e adaptation. The listed core statistics are custom and use Pathfinder 1e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Geri — D&D 3.5e
CR 5 (original divine companion); Type Medium magical beast; AC 17 (+3 Dex, +4 natural); hp 68 (8d10 + 24); Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Fort/Ref/Will Fort +9, Ref +9, Will +4; BAB +8; Grapple +11; Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (bite)
Skills Spot +13, Survival +10; Senses darkvision 60 ft.; Space/Reach 5 ft./5 ft.
Guard the Fallen. Geri is a formidable divine wolf at Odin’s table. He protects allies but is neither a mortal guard dog nor an automatic death sentence for the wounded.
Offense and Powers
Bite: +12 melee (1d8+4 piercing); bite as a primary natural attack; powers are supernatural only where specified.
Stand over the Fallen. Guard the Fallen (Ex): Once per round as an immediate action Geri grants an adjacent ally a +2 shield bonus to AC against a single visible attack; this cannot apply to an attack already resolved.
Original D&D 3.5e adaptation. The listed core statistics are custom and use 3.5e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Freki — Odin’s wolf — open four RPG editions
Freki — Hungry wolf
Freki is Odin’s other wolf, swift on the trail of a fleeing foe. Each of the four entries below is a separate, original game adaptation. These mechanics do not replace or alter the credited EN World and Dicefreaks stat blocks preserved in the archive.
Freki — D&D 2024
AC 16; HP 60 (8d8 + 24); Speed 50 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Saving Throws Str +6, Dex +6, Wis +5; Skills Perception +5, Survival +5; Senses Darkvision 60 ft., Passive Perception 15; Languages understands Odin’s speech; no ordinary speaking voice
Relentless Pursuit. Freki’s hunger is a defining image of Odin’s table, but he hunts by scent and movement, not supernatural knowledge of every fleeing creature.
Keen Hearing and Smell. Advantage on Perception checks relying on hearing or smell.
Actions
Multiattack. Freki makes 2 Bite attacks.
Bite. Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Piercing.
Cut off Escape. When a creature Freki can see within 20 feet moves away from him, he can move up to 10 feet toward it as a reaction, without provoking opportunity attacks from that creature.
Freki — D&D 2014
AC 16; HP 60 (8d8 + 24); Speed 50 ft.; CR 5 (original, unplaytested), PB +3
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Saving Throws Str +6, Dex +6, Wis +5; Skills Perception +5, Survival +5; Senses Darkvision 60 ft., Passive Perception 15; Languages understands Odin’s speech; no ordinary speaking voice
Relentless Pursuit. Freki’s hunger is a defining image of Odin’s table, but he hunts by scent and movement, not supernatural knowledge of every fleeing creature.
Keen Hearing and Smell. Advantage on Perception checks relying on hearing or smell.
Actions
Multiattack. Freki makes 2 Bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) Piercing.
Reaction
Pursue the Quarry. When a creature Freki can see leaves his reach, Freki can move 10 feet toward that creature as his reaction without provoking an opportunity attack from it.
2014 use: The attack, reaction and saving throw rules follow the 2014 monster format; this divine creature’s abilities are original rather than an official Monster Manual entry.
Freki — Pathfinder 1e
CR 5 (original divine companion); Type Medium magical beast; AC 17 (+3 Dex, +4 natural); hp 68 (8d10 + 24); Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Fort/Ref/Will Fort +9, Ref +9, Will +4; BAB +8; CMB +11; CMD 24; Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (bite), Endurance
Skills Perception +13, Survival +10; Senses darkvision 60 ft.; Space/Reach 5 ft./5 ft.
Relentless Pursuit. Freki’s hunger is a defining image of Odin’s table, but he hunts by scent and movement, not supernatural knowledge of every fleeing creature.
Offense and Powers
Bite: +12 melee (1d8+4 piercing); bite as a primary natural attack; powers are supernatural only where specified.
Cut off Escape. Pursuer (Ex): Once per round as an immediate action Freki may take a 5-foot step toward a visible creature that moves away; the step does not provoke attacks of opportunity.
Original Pathfinder 1e adaptation. The listed core statistics are custom and use Pathfinder 1e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Freki — D&D 3.5e
CR 5 (original divine companion); Type Medium magical beast; AC 17 (+3 Dex, +4 natural); hp 68 (8d10 + 24); Speed 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) |
Fort/Ref/Will Fort +9, Ref +9, Will +4; BAB +8; Grapple +11; Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (bite)
Skills Spot +13, Survival +10; Senses darkvision 60 ft.; Space/Reach 5 ft./5 ft.
Relentless Pursuit. Freki’s hunger is a defining image of Odin’s table, but he hunts by scent and movement, not supernatural knowledge of every fleeing creature.
Offense and Powers
Bite: +12 melee (1d8+4 piercing); bite as a primary natural attack; powers are supernatural only where specified.
Cut off Escape. Pursuer (Ex): Once per round as an immediate action Freki may take a 5-foot step toward a visible creature that moves away; the step does not provoke attacks of opportunity.
Original D&D 3.5e adaptation. The listed core statistics are custom and use 3.5e action and saving throw conventions, not the newer 5e rules. The author-credited alternative builds remain in the archive.
Gungnir and Draupnir — four editions each
These are magic items, so they receive edition-specific artifact effects rather than creature stat blocks. All original credited equipment material remains in the archive below.
Gungnir — the spear — open four RPG editions
Gungnir — original artifact adaptations
Odin’s spear was made by the sons of Ívaldi. Its legendary identity is Norse tradition; the item powers here are original game rules.
Gungnir — D&D 3.5e
Unique +3 returning spear. Medium damage 1d8 piercing, ×3 critical, thrown range increment 20 ft. Its returning property functions at the beginning of the wielder’s next turn. War-Omen (Su; 1/day): successful hit, Will DC 20 or shaken for 1 round. This is an original D&D 3.5e artifact adaptation, not an official magic item.
Gungnir — D&D 2024
Artifact spear (attunement). +3 bonus to attack and damage rolls, returning to hand immediately after a thrown attack. Normal 2024 Spear properties apply. Once per Long Rest after hitting, the wielder can impose a DC 19 Wisdom save; on a failure the target is Frightened until the end of its next turn. The weapon cannot hit through total cover.
Gungnir — D&D 2014
Artifact spear (attunement). +3 weapon; uses the 2014 spear’s 20/60-foot thrown range and returns immediately when thrown. Once per day after hitting, a target makes a DC 19 Wisdom save or is frightened of the wielder until the end of its next turn. Normal 2014 reactions, cover and concentration rules apply.
Gungnir — Pathfinder 1e
Unique +3 returning spear. Medium damage 1d8 piercing, ×3 critical, thrown range increment 20 ft. Returning occurs before the wielder’s next turn, not as an extra attack. War-Omen (Su; 1/day): after a successful hit the target makes a Will DC 20 save or is shaken for 1 round. Ordinary Pathfinder attack and damage rules apply.
Draupnir — the ring — open four RPG editions
Draupnir — original artifact adaptations
Every ninth night, eight rings of equal weight are produced. The original ring is unique; the new rings do not inherit its magic. The skill bonuses are original.
Draupnir — D&D 3.5e
Major artifact (ring). Every ninth night, eight ordinary golden rings of the same weight issue from the original. Once per day after 1 minute of study, the wearer gains a +4 competence bonus on one Knowledge (history) or Knowledge (religion) check about Norse artifacts. It does not grant item creation feats or duplicate magic item enhancements.
Draupnir — D&D 2024
Artifact ring. Every ninth night eight ordinary golden rings appear, equal in weight to Draupnir. They cannot reproduce or copy other magic items. A wearer may study the ring for 1 minute to gain Advantage on one Intelligence (History) check concerning Norse relics before their next Long Rest (1/Long Rest).
Draupnir — D&D 2014
Artifact ring. Every ninth night, eight mundane rings of equal weight emerge. Only the original remains magical. After 1 minute studying it, the wearer has advantage on one Intelligence (History) or (Religion) check about Norse relics (1/day). Generated rings have no special attunement benefits.
Draupnir — Pathfinder 1e
Major artifact (ring). Every ninth night it produces eight mundane gold rings of equal weight. Once per day, a wearer who studies it for 1 minute gains a +4 insight bonus on one Knowledge (history) or Knowledge (religion) check about relics. Copies have no magic-ring slot effects or Item Creation advantages.
Original Fan Builds and Companion Rules — Archive
The longer EN World and Dicefreaks fan adaptations and full companion statistics remain below with their existing credits. They are archival alternatives, not official mechanics. The older fan adaptations include unverified mechanics and source claims. However, the credited 3.5e Odin’s 1,406 hp is correctly calculated using the divine rule for maximum Hit Dice, not a mathematical error. The four panels above provide a shorter, edition-specific reference; the enormous epic 3.5e source is preserved for DMs who need its full feat, item and spell lists.
Read the myth apart from the game. Hávamál recounts Odin’s search for runes; Lokasenna stanza 9 describes Loki and Odin as having mixed their blood — Loki is not Odin’s biological son. Odin’s foretold death at Fenrir‘s jaws belongs to the future. Reports about human offerings are historically debated, and the blood eagle is not established as a widespread Odin cult practice; see peer-reviewed historical analysis. Ancient poetry, disputed history and custom RPG rules should never be presented as one undifferentiated fact.
Explore the original EN World and Dicefreaks stat blocks, relics, ravens, wolves and Sleipnir
This is the complete credited source archive. It contains older fan-created epic rules, alternate statistics and companion entries; the four new edition panels above are the current quick reference. Open this section if you want the original full builds.
D&D 5E Epic Monsters: Odin
D&D 5E – Epic Monsters: Odin | EN World | Dungeons & Dragons | Tabletop Roleplaying Games
The old one-eye, the half-blinded god, master of the Norse pantheon and the Allfather: Odin.
Odin is also called Woden. Baldr and Thor are among his sons; Loki speaks of mixing blood with Odin in Lokasenna and is not identified as Odin’s son. His one eye, raven messengers, wolves, Sleipnir and authority over the chosen slain shape this encounter. Odin is fated to be swallowed by Fenrir at Ragnarök, which remains a future event. The following figures are an older EN World fan adaptation and do not establish additional Norse mythology.
Odin
Medium humanoid, neutral
Armor Class 22 (natural armor)
Hit Points 375 (30d8+240)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 23 (+6) | 20 (+5) | 27 (+8) | 30 (+10) | 29 (+9) | 28 (+9) |
Skills Arcana +19, History +19, Insight +18, Nature +19, Perception +18, Performance +19, Persuasion +19, Religion +19, Sleight of Hand +14, Survival +18
Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from magical weapons
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, stunned
Senses truesight 120 ft.; passive Perception 28
Languages all
Challenge 35 (255,000 XP)
Brute. A melee weapon deals one extra die of its damage when Odin hits with it (included in the attack).
Deific Strikes. Whenever Odin hits a creature with a melee weapon, the creature takes an extra 13 (2d12) force damage (included below).
Legendary Resistance (3/Day). If Odin fails a saving throw, he can choose to succeed instead.
Magic Resistance. Odin has advantage on saving throws against spells and other magical effects.
Magic Weapons. Odin’s weapon attacks are magical.
Mimir. Odin can use an action to pull out the head of Mimir and ask it something he does not know. Roll 1d10, and on a result of 2 or higher it tells Odin the knowledge he desires. Mimir cannot answer the same question twice.
Monocular Perception. When attacking a target more than 120 feet away, Odin has disadvantage on his attack roll.
Raven Familiars. Huginn and Muninn are Odin’s familiars (as the find familiar spell but there are two, each are Tiny-sized, have an Intelligence score of 13, and they otherwise use the statistics of rocs). As long as his ravens are on his shoulder or within 100 feet, when Odin casts a spell that requires concentration he can choose to have a raven concentrate on the spell instead. As long as the raven is not already concentrating on a spell, it can do so for the spell’s duration or until it loses concentration.
Sorcery Points (30/Long Rest). As a bonus action on his turn, Odin can expend one spell slot and either gain a number of sorcery points equal to the slot’s level, or he can create a spell slot by expending sorcery points (1st-level—2 points, 2nd-level—3 points, 3rd-level—5 points, 4th-level—6 points, 5th-level—7 points, 6th-level—9 points, 7th-level—12 points).
- Careful Spell (1 Point). When Odin casts a spell that forces other creatures to make a saving throw, he can choose up to 9 creatures. A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell (1 Point). When Odin casts a spell that has a range of 5 feet or greater, he can double the range of the spell. When he casts a spell that has a range of touch, he can make the range of the spell 30 feet.
- Empowered Spell (1 Point). When Odin rolls damage for a spell, he can reroll up to 9 damage dice. He must use the new rolls. Odin can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell.
- Extended Spell (1 Point). When Odin casts a spell that has a duration of 1 minute or longer, he can double its duration, to a maximum duration of 24 hours.
- Heightened Spell (3 Points). When Odin casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell (2 Points). When Odin casts a spell that has a casting time of 1 action, he can change the casting time to 1 bonus action for this casting.
- Subtle Spell (1 Point). When Odin casts a spell, he can cast it without any somatic or verbal components.
- Twinned Spell (Varies). When Odin casts a spell that targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.
Spellcasting. Odin is a 30th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 27; +19 to hit with spell attacks). Odin knows all spells from the bard, cleric, druid, sorcerer, and wizard spell lists:
Cantrips: all wizard cantrips
- 1st-level (5 slots)
- 2nd-level (5 slots)
- 3rd-level (5 slots)
- 4th-level (4 slots)
- 5th-level (4 slots)
- 6th-level (4 slots)
- 7th-level (3 slots)
- 8th-level (3 slots)
- 9th-level (3 slots)
War Magic. Odin has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting, and can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.
Wolf Companions. Odin is accompanied by two wolves, Geri and Freki. Although they are Medium-sized, have Intelligence scores of 13, and can understand Common, they otherwise use the statistics of guardian wolves.
ACTIONS
Multiattack. Odin attacks five times with Gungnir, casts one spell with a casting time of 1 action and makes two attacks with Gungnir, or casts two spells with a casting time of 1 action.
Gungnir (+4 Spear). Melee or Ranged Weapon Attack: +19 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 17 (2d6+10) piercing damage, or 19 (2d8+10) piercing damage if used with two hands to make a melee attack. In addition, the target takes 13 (2d12) force damage. Immediately after he hits or misses the target of a ranged attack, Gungnir reappears in Odin’s hand.
LEGENDARY ACTIONS
Odin can take 4 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. Odin regains spent legendary actions at the start of his turn.
- Impossible Power (Costs 2 Actions). Odin casts a spell of 5th-level or lower.
- Judgment (Costs 2 Actions). Odin redistributes up to 100 hit points among creatures he can see. This cannot reduce a creature below 1 hit point or increase a creature’s hit point total beyond its maximum. A creature can make a Charisma saving throw against his spell save DC to resist this effect.
- Planar Phase (Costs 4 Actions). Odin transports himself and any creatures and objects within 1,000 feet to the plane of his choice (no save). If the plane has no gravity or otherwise cannot support the weight of the creatures and objects transported there, they fall, disperse, or otherwise move accordingly (for instance in the Plane of Water things sink, in the Plane of Air they fall, etc.). This otherwise operates as the plane shift spell.
- Punish. Odin deals 20 points of damage to up to 9 creatures he can see within 100 feet, and he gains 10 temporary hit points for each creature damaged in this way. A creature can make a Charisma saving throw against his spell save DC to resist this effect.
- Revenge. Odin chooses one creature that damaged him with an attack or spell since his last turn. The creature makes a Charisma saving throw against his spell save DC or takes an amount of damage equal to the damage it dealt.
Odin

Heroic, proud, and stern, Odin resembles the typical Norse chieftain in temperament and outlook. He is primarily concerned with power – his own in Asgard, and that of his worshipers in Midgard. Only two things will make Odin angry with a worshiper: helping a giant or losing a battle.
Orginally posted by mercucio
As seen in mercucio’s thread at Dicefreaks
All-Father, Father of the Slain, God of the Hanged, God of Prisoners, God of Cargoes, The High One, The Inflamer, Swift Tricker, Father of Victory, the Blind One, Shifty Eyed, One with a Magic Staff, Destroyer, Terror
Greater Deity
Symbol Watching blue eye
Home Plane Asgard
Alignment Neutral
Portfolio Hunting, knowledge, magic, poetry, supreme, victory, war
Worshipers Bards, fighters, sorcerers, wizards, philosophers, sages, nobility, Gnomes
Cleric Alignments CN, LN, N, NE, NG
Domains Air, Knowledge, Magic, Travel, Trickery, War
Favored Weapon Spear
Often referred to as the “All-Father,” Odin (sometimes called ‘Woden,’ ‘Othinn,” or ‘Votan’) is the leader and creator of the Norse pantheon. Along with his brothers, Vili and Ve, he slew the great frost giant Ymir and made the earth out of the giant’s body. He also, directly or indirectly, fathered most of the Norse gods and helped create the first man and woman. Odin’s first concern is battle, but he is also the god of knowledge, Wisdom, poetry, and inspiration.
Odin possesses one blue eye that blazes like the sun, having lost his other eye in exchange for a drink from the well of Mimir. He once stole the mead of poetry, and some myths say he grants poetic ability and inspiration to mortals. Odin hung himself on Yggdrasil for nine days, pierced by his own spear, until by virtue of his suffering he was able to reach down and seize magical runes that were the source of Wisdom and magical lore. His suffering so impressed the son of the giant Bolthor that he taught Odin nine magical songs that allowed him to master eighteen magical spells previously unknown to any man or woman. Odin is fated to be swallowed by Loki’s son Fenrir at Ragnarok, but his own son Vidar will avenge him.
Wearing a dark, wide-brimmed hat that casts a shadow over his face, Odin travels as a mortal wanderer. As a god of magic, war, and Wisdom, he visits Midgard to distribute knowledge and victory in battle. His many titles hint at his various roles.
| Odin | |
|---|---|
| fighter 24/Wizard 10/Loremaster 25/Gleeman 10 | |
| Medium outsider (Aesir, Extra-planar) | |
| Divine Rank 19 | |
| Hit Dice | 24d10+336 plus 35d4+490 plus 10d6+140 (1,406 hp; maximum per Hit Die under 3.5e divine-rank rules, as in the credited original) |
| Initiative | +18 (+10 Dexterity, +8 Superior Initiative) |
| Speed | 80 ft. (16 squares), 190 ft. (perfect) |
| AC | 103 (+10 Dexterity, +34 natural, +19 divine, +17 deflection, +9 insight, +2 shield, +2 Dodge); touch 67, flat-footed 91 |
| BAB/Grapple | +45/+82 |
| Attack | Gungnir +95/+95 melee touch (2d6+44 plus 2d6 divine/19-20/x3 plus 6d6 divine and death [DC 62]); or by spell +83 melee touch or +75 ranged touch. |
| Full Attack | Gungnir +95/+95/+90/+85/+80 melee touch (2d6+44 plus 2d6 divine/19-20/x3 plus 6d6 divine and death [DC 62]), or Gungnir +93/+93/+88/+83/+87 melee (2d6+33 plus 2d6 divine/19-20/x3 plus 6d6 divine and death [DC 62]) and haft +83/+78 melee touch (1d8+35 plus 2d6 divine/19-20/x3 plus 6d6 divine); or by spell +83 melee touch or +75 ranged touch. |
| Face/Reach | 5 ft./5ft. |
| Special Attacks | distract, divine salient abilities, domain powers, spell-like abilities, spells |
| Special Qualities | divine aura (DC 46, 19 miles), divine immunities, DR 30/epic and adamantine, fast healing 39, fire resistance 34, gleeman’s music 27/day, godly realm, lore +55, plane shift at will, remote communication, SR 85, teleport w/out error at will, virtuoso performance 10/day, understand, speak, and read all languages and speak directly to all beings within 19 miles |
| Saves | Fort +76, Ref +70, Will +76 |
| Abilities | Strength 46, Dexterity 30, Constitution 38, Intelligence 50, Wisdom 35, Charisma 45 |
| Skills | Appraisal +70, Bluff +115, Climb +70, Concentration +100, Diplomacy +100, Gather Information +85, Hide +70, Intimidate +70, Knowledge (Arcana) +110, Knowledge (all others) +85, Listen +85, Move Silently +70, Perform (oratory, poetry, song) +85, Search +85, Sense Motive +100, Sleight of Hand +100, Spellcraft +110, Spot +85, Survival +100, Swim +70 |
| Feats | Cleave, Combat Expertise, Dodge, Empower Spell, Far shot, Great Cleave, Heighten Spell, Haft-Fighting, Improved Counterspell, Improved Critical (spear), Improved Haft-Fighting, Improved Initiative, Maximize Spell, Mimic, Mobility, Persuasive, Point Blank Shot, Power Attack, Practiced Spellcaster (wizard), Quicken Spell, Reactive Counterspell, Scribe Scroll, Spell Mastery, Spring Attack, Track, Trustworthy, Weapon Focus (spear), Weapon Specialization (spear), Whirlwind Attack , Widen Spell |
| Epic Feats | Devastating Critical (spear), Epic Counterspell, Epic Skill Focus (Bluff), Epic Spellcasting, Epic Weapon Focus (spear), Epic Weapon Specialization (spear), Improved Metamagic x3, Intensify Spell, Magnify Spell, Multispell x2, Overwhelming Critical (spear), Penetrate Damage Reduction (adamantine), Superior Initiative, Tenacious Spell.+3/17 level, +0/4 epic loremaster, +0/2 epic fighter |
| Climate/Terrain | Any |
| Organization | Unique. |
| Treasure | Gungnir. |
| Challenge Rating | 70 |
| Alignment | Neutral with Good tendencies. |
Alter Reality: Odin’s divine power grants him the following benefits:
- Odin can use the wish spell to duplicate any spell or supernatural effect related to his portfolio. This ability costs Odin no XP, and requires a standard action to implement.
- Odin can use Alter Reality to cast any cure spell at will as a standard action. Odin can apply metamagic feats to the spells if desired, but doing so requires him to forego using Alter Reality for 1 round for each level the feat normally would add to the equivalent spell.
- Odin has unrestricted access to the Alter Size salient divine ability.
Divine Aura (Ex): Odin’ mere presence can deeply affect mortals and beings of lower divine rank. Odin’s divine aura is an emanation that extends 19 miles around him. Odin chooses the size of the radius and can change it as a free action. If Odin chooses a radius of 0 feet, his aura power effectively becomes non-functional.
Odin can make his own worshipers, beings of his alignment, or both types of individuals immune to the effect as a free action. The immunity lasts one day or until he dismisses it. Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. Odin can choose from the following effects each round as a free action:
- Daze: Affected beings just stare at Odin in fascination. They can defend themselves normally but can take no actions.
- Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from Odin makes them frightened, and they flee as quickly as they can, although they select the path of their flight.
- Resolve: Odin’ allies receive a +4 morale bonus on attack rolls, saves, and checks, while his foes receive a -4 morale penalty on attack rolls, saves, and checks.
All divine aura effects are mind-affecting abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 46. Odin is immune to the auras of others of equal or lower rank. Any being that makes a successful saving throw against Odin’s aura becomes immune to that aura power for one day.
Divine Immunities: Ability damage, ability drain, banishment, cold, death effects, disease, disintegration, electricity, energy drain, imprisonment, mind-affecting effects, Paralysis, poison, sleep, stunning, and transmutation. Odin is also immune to effects that imprison or banish him, such as banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, Temporal Stasis, Trap the soul, and turning and rebuking.
Divine Power: Odin is a living embodiment of power, and ancient divine magic flows through his veins. As such, mortal items are of virtually no use to him, being so much weaker than his own innate powers. Odin reduces the effect of any deflection, enhancement, resistance, insight, luck, sacred or profane bonus an item or spell would grant by 19. Note that this only applies to bonuses that affect Odin himself; weaponry and armor are unaffected by this.
Domain Powers
Air: Odin may turn or destroy earth creatures as a good cleric turns undead and he may rebuke, command, or bolster air creatures as an evil cleric rebukes undead. He may these abilities a total of 20 times per day as a 19th level cleric.
Knowledge: Odin casts divination spells at +1 caster level.
Travel: For a total time of 19 rounds day, Odin can act as if he were under the effects of a freedom of movement spell. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
Trickery: Odin adds Bluff, Disguise, and Hide to his list of class skills.
War: Odin gains Weapon Focus (spear) as a bonus feat.
Immortality: Odin is naturally immortal and cannot die from natural causes. Odin does not age, and does not need to eat, sleep, or breathe. Odin is not subject to death from massive damage. The only way for Odin to die is through special circumstances, usually by being slain in magical or physical combat. Odin risks permanent destruction if slain on his home plane and if the attacker succeeds in a rank check. Otherwise, Odin reforms within his divine realm after 69 years.
Salient Divine Abilities: Alter Form, Alter Reality (b), Annihilating Strike, Arcane Mastery, Automatic Metamagic (quicken wizard spells), Call Creatures (einherjar/valkyries), Clearsight, Divine Battle Mastery, Divine Blast, Divine Fast Healing, Divine Shield, Divine Spellcasting, Energy Storm (cold), Extra Sense Enhancement (sight), Hand of Death, Increased Damage Reduction, Life and Death, Know Secrets, Runes of Yggdrasill, Shapechange, Spontaneous Wizard Spells, True Shapechange, Wisdom of the Well. 23/24
Runes of Yggdrasill (Unique SDA): After hanging himself on the branches of Yggdrasill piercing by his own spear Odin gain incredible insight into arts of magic:
- +9 bonus to the effective caster level of any arcane spell cast.
- Odin increases the save DC of any arcane spell he casts by +9.
- Odin treats all spells (except domain lists) as part of his class list.
Wisdom of the Well (Unique SDA): After sacrificing his eye for a drink from Mimir’s well Odin gained the following benefit: Odin adds a +9 insight bonus to AC, saves, and on any Craft, Knowledge, or Profession check he makes.
Spell-like Abilities: At will – air walk, antimagic field, astral projection, blade barrier, chain lightning, clairaudience/clairvoyance, confusion, control weather, control winds, detect secret doors, detect thoughts, dimension door, discern location, disguise self, dispel magic, divination, divine power, elemental swarm*, false vision, find the path, flame strike, fly, foresight, gaseous form, identify, imbue with spell ability, invisibility, legend lore, locate object, longstrider, mage’s disjunction, magic aura, magic vestment, magic weapon, mislead, nondetection, obscuring mist, Phase door, polymorph any object, power word blind, power word kill, power word stun, protection from spells, screen, Spell Resistance, spell turning, spiritual weapon, teleport, teleport (greater), time stop, true seeing, whirlwind, Wind Wall.
Caster level 69th. Odin receives a +19 bonus on all caster level checks. Save DCs are 56 + spell level.
* Air spell only
OTHER DIVINE POWERS
Odin automatically receives a “20” on any attack roll, check, or save. Odin inflicts the maximum possible numeric value for all attacks and effects. Odin and does not treat the roll of a “1” on a d20 as an automatic failure.
Senses: Odin can see, hear, touch, and smell at a distance of seven miles. As a standard action, he can perceive anything within seven 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 20 locations at once. He can block the sensing power of deities of his rank or lower at up to 2 remote locations at once for up to 19 hours.
Portfolio Sense: Odin senses all magic use (spellcasting, item use, spell-like ability use, or magic item creation), discovery, recording, or sharing of any spell or bit of arcane knowledge, any recitation of poetry or verse, and any combat between groups and any event involving one of the Aesir the instant it happens and nineteen weeks into the past and the future.
Automatic Actions: Odin can use any Knowledge skill, even those he has no ranks in, as a free action if the DC for the task is 30 or lower. He can perform up to twenty such free actions each round.
Create Magic Items: Odin can create any kind of magic item.
COMBAT
Odin’s natural weapons and any weapon he wields are treated as epic adamantine weapons for the purpose of overcoming damage reduction.
Distract: Once per round Odin may target any foe within reach of him and make a Slight of Hand check opposed by his target’s Spot check. If Odin wins, he gains a +1 bonus on his next attack and damage rolls against his opponent for every 5 points his check exceed his opponent’s (minimum +1).
Epic Secrets (Ex): Odin’s epic loremaster levels grant him the following epic secrets: applicable knowledge, applied lore, high arcana x2, recognize spell.
Gleeman Music: Up to 27 times per day Odin can use the fascinate, inspire courage (+2), inspire competence, and inspire greatness abilities of a th level bard, or use his gleeman music to create one the three following effects:
Lore: Odin’s gleeman and loremaster level stack for the purposes of determining his effective lore bonus, giving him a total bonus of +55 on all lore checks.
Secrets (Ex): Odin’ss loremaster levels grant him the following secrets: applicable knowledge, avoidance, dodge trick, inner strength, weapon trick.
Virtuoso Performance: With an impassioned soliloquy, a haunting melody, or a splendid display, Odin can inspire even more spectacular effects. Odin can use this ability 10 times per day, and some effects count as more than one daily use.
As with gleeman’s music, Odin can usually fight while using this ability but cannot use magic items that require activation by speech. If a virtuoso performance forces the audience to make a Will save, then the only other action Odin can take is a 5-foot step.
Calumny: Odin has mastered the fine art of slander and can create a work that makes a specific character or group (class, background, etc.) appear in the worst light possible. Those in the audience make Will saves against a DC equal to Odins Perform check; success negates the calumny. A successful calumny shifts the audience’s attitude toward the target down by one categoryfor example, from Friendly to Indifferent, from Indifferent to Unfriendly, or from Unfriendly to Hostile. Furthermore, audience members gain a +2 morale bonus on all opposed social interaction checks against the target. Calumny lingers in the minds of the audience for 24 hours tor each daily use Odin applies to the calumny.
Jarring Song Odin’ss music can disrupt the Concentration of spellcasters. Anyone wishing to cast a spell or manifest a power while a jarring song is being performed must make a Concentration check with a DC equal to 15 + the level of the spell or lose the weave. A jarring song counts as three daily uses of virtuoso performance.
Mindbending Melody: Odin can use dominate person on a creature that he has already fascinated (see gleeman’s music, above). A successful Will saving (DC 37) negates the effect. A mindbending melody counts as two daily uses or virtuoso performance.
Wizard Spells Per Day: 4/9/9/9/9/8/8/8/8/7 4/4/4/3/3/3/3/2/2/2/2 or 1,493 spell points per day. Caster level 48th. Save DCs are 40 + spell level.
EQUIPMENT
Draupnir

This dwarf-forged gold ring is worth 25,000gp due to its workmanship alone. Its actual value is practically incalculable as Draupnir drips eight rings of equal value every ninth day.
Wizards and artificers who have been lucky enough to gain possession of one of Draupnir’s rings have discovered they possesses a value even greater than their material and workmanship. Rings created by Draupnir are especially easy to enchant allowing a spellcaster with the Forge Ring (and Forge Epic Ring) to reduce the gold, time, and experience point cost of enchanting the ring by 25%.
In Skáldskaparmál, Sindri (also called Eitri) makes Draupnir while his brother Brokkr works the bellows. They are not the sons of Ívaldi, the other dwarf-smiths who made Gungnir, Skíðblaðnir and Sif’s golden hair. Read the original treasure-making contest.
Gungnir:
Gungnir is the name of Odin’s spear. The spear’s name means “Swaying One”. In Skáldskaparmál, it was made by the sons of Ívaldi. It was obtained from the dwarves by Loki as a partial reparation for the theft of Sif’s hair.
This mighty artifact may be one of the most powerful weapons ever forged. Gungnir is a returning unerring spear +9 that strikes as Large weapon and inflicts 2d6 points of divine damage each strike, or triple that on a successful critical strike. Gungnir’s wielder may make an extra attack at his highest attack bonus no matter which attack option he chooses. Gungnir is so deadly that any attack roll made with it is resolved as a touch attack. A mortal who wields gungnir does not the roll of a “1” while attacking as an automatic failure.
Hlidskjalf:
Odin’ss High Seat in Asgard. While seated upon it, Odin adds a +10 bonus to the save DC of any divination spell he casts and his effective caster level for divinations is increased by 20. Divination spells cast by Odin while seated in Hlidskjalf can be used without regard to distance or planar differences.
The insights granted by Hlidskjalf are incredibly overwhelming, even to a divine psyche. Any creature other than Odin who sits up Hlidskjalf must make a DC 75 Will save or be driven insane, as per the spell. The means or removing this insanity, if any, is left in the hands of the individual DM.
Wild Hunt

Odin is deeply associated with the Wild Hunt,The Wild Hunt a phantasmal group of huntsmen with the accoutrements of hunting, horses, hounds, etc., in mad pursuit across the skies. leading a host of the slain, Odin and Frigg participated in this together.
Seeing the Wild Hunt presages some catastrophe such as war or plague, or at best the death of the one who witnessed it. Mortals getting in the path of or following the Hunt could be kidnapped and brought to the land of the dead.
Hugin and Munin

The Lore of the Gods Book Two: The Asgardians
Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch Illustrations Michael Nickovich Typesetter Joshua Gilchrist
Odin has two ravens, Hugin and Munin, “thought and memory”. Each morning Odin sends forth the Ravens and they fly over the world, gathering information about the activities of the different peoples of the earth. At night they returned and sat on his shoulders to tell him what they heard and saw.
Huginn
Kain’s 5e Monstrous Manual – Page 52 – Dicefreaks
Medium fey, chaotic neutral
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Armor Class 18 (natural)
Hit Points 253 (22d8 + 154)
Speed 60 ft., fly 120 ft.
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STR 20 (+5) DEX 25 (+7) CON 24 (+7) INT 19 (+4) WIS 20 (+5) CHA 23 (+6)
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Saving Throws Dex +12, Con +12, Wis +10
Damage Immunities necrotic
Condition Immunities cursed
Senses truesight 120 ft., passive Perception 15
Languages Abyssal, Common
Treasure longsword
Challenge 16 (15,000 XP)
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Freedom of Movement: Huginn ignores difficult terrain, and magical effects can’t reduce her speed or cause her to be restrained. She can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Magic Resistance. Huginn has advantage on saving throws against spells and other magical effects.
Shapechange: Huginn can use her action to polymorph into a Medium humanoid, dire wolf, or back into her true form. Huginn only possesses longsword attacks in humanoid form. Her statistics are otherwise the same in each form. Any equipment she is wearing or carrying is transformed. She reverts to her true form if she dies.
Soul Eater. Creatures slain by Huginn cannot be raised from the dead until she is slain. Huginn can use her shapechange ability to perfectly mimic the appearance of any creatures she has slain.
Innate Spellcasting. Huginn’s spell casting ability is Charisma (spell save DC 19, +11 spell attacks). She can innately cast the following spells, requiring no material components.
At will: bestow curse (9th level)
1/day each: circle of death, mass suggestion
Wounding Attacks A creature wounded by Huginn must make a DC 20 Constitution save or take 3 (1d6) necrotic damage every round at the beginning of its turn. This effect ends if the victim receives magical healing or a Medicine DC 20 check (taking 1 minute, during which the victim is incapacitated) is made to bind the wounds. The effect stacks, so a creature struck three times by Huginn takes 3d6 necrotic damage at the beginning of its turn and so on.
ACTIONS
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Multiattack. Huginn makes three melee attacks and can use Shatter Loyalty.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Shatter Loyalty. Each creature of Huginn’s choice that is within 120 feet of the fey and aware of her must succeed on a DC 19 Wisdom saving throw or be treated as an ally of her and a hostile foe of all other creatures. This does not cause the creatures to actually attack others or forgo attacks on Huginn, but creatures affected cannot aid, provide advantage, flank or be affected by spells that only target willing creatures. Spells employing a touch require successful attack rolls, and creatures save against beneficial spells if able. This effect lasts for 1 minute.
Odin’s Ravens: Huginn (Thought) and Muninn (Memory)
Huginn and Muninn appear as large ravens with silvery-gray eyes. Legend says that every morning Odin sends the ravens to wander the worlds of the living and the dead. In the evening they return to whisper the secrets they have discovered in Odin’s ear. On rare occasions Odin will send the birds as a warning or to deliver a specific message to his chosen allies, gods and mortals alike.
| Odin’s Ravens: Huginn (Thought) and Muninn (Memory) | |
| Small-sized outsiders | |
| Hit Dice | 5d8 +15 (45hp) |
| Initiative | +6 (+2 Dexterity, +4 Improved Initiative) |
| AC | 19 (+1 size, +2 Dexterity, +6 natural) |
| Attacks | Claws +4 melee |
| Damage | Claws 1d3+2 |
| Face/Reach | 5ft. by 5ft./ 5ft. |
| Special Attacks | See text. |
| Special Qualities | Linked Minds, plane shift, Spell-like abilities, Immunities, Resistances, Damage Reduction 10/+2, SR 25, Speech |
| Saves | Fort +2, Ref +4, Will +2 |
| Abilities | Strength 3, Dexterity 15, Constitution 10, Intelligence 11, Wisdom 15, Charisma 14 |
| Skills | Listen +12, Spot +10, Hide +8 |
| Feats | Weapon Finesse (claws), Flyby Attack |
| Climate/Terrain | Any |
| Organization | Paired always |
| Challenge Rating | 8 |
| Treasure | None |
| Alignment | Neutral |
Combat
Odin’s ravens are, for the most part, non-combative. They are his watchers. However they will defend themselves and the All-Father when necessary.
Each raven has its own personal abilities, listed below.
Huginn: Mindblast (Sp): This attack is a cone 60ft. in length. Anyone caught within must make a Will save (DC 19) or be stunned for 3d6 rounds.
Spell-like Abilities (Sp): Huginn can use one of these powers each round, at will; suggestion, detect thoughts, Hold Person, Hold monster and feeblemind. These powers are as if cast by a 20 th level sorcerer.
Muninn: Past Pain (Sp): This attack is an invisible cone 60ft. in length. All within must make a Will save (DC17) or suffer once again their most painful experience. This will cause the victim to fall to the ground and blackout for 3d6 rounds.
Spell-like Abilities (Sp): Muninn can use one of these powers each round, at will; sleep, confusion, mind fog, modify memory, mnemonic enhancer and Mordenkainen’s lucubration.
These powers are as if cast by a 20 th level sorcerer.
Powers common to both:Linked Minds (Ex): If Huginn and Muninn are within 300ft. of each other; they are in constant telepathic communication. As long as one isn’t caught flat-footed, neither is the other and neither one can be flanked. The ravens share this ability with Odin if he is also within 300ft.
Speech (Ex): The ravens are capable of speech and can converse with any creature that has a language.
plane shift (Sp): Both ravens have the ability to plane shift at will. This ability is as if cast by a 20 th level sorcerer.
Immunities (Ex): The ravens are immune to petrification, poison, electrical, sonic and mind-effecting attacks.
Resistances (Ex): The ravens have cold and fire resistance 20.
Sleipnir

A massive eight-legged horse stands before you. It is gray in color, with its shank section showing white on each of its powerful eight legs.
Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.
Sleipnir was created when the evil trickster god, Loki, disguised himself as a mare and mated with a stallion. Sleipnir now serves Odin, the All father, as a trusted companion and mounts. Combined with its incredible speed and ability to teleport, Sleipnir is quite possibly the greatest mount in all the multi-verse.Sleipnir stands 6 ft. tall at the shoulder and is 12 ft long. He weighs close to 3,000 pounds. He does not speak, but understands all languages, having traveled throughout the planes for centuries.
| Sleipnir, Odin’s 8-legged steed | |
| Large magical beast (extraplanar, good) | |
| HD | 36d10 + 396 (756 hp) |
| Initiative | +21 |
| Speed | 160 ft., fly 160 ft. (perfect) |
| AC | 51 (+13 Dexterity, +29 natural, -1 size) touch 22, flat-footed 38 |
| BAB/ Grapple | +36/+55 |
| Attack | Hoof +50 melee (2d6+15/19-20/x2) |
| Full attack | 6 Hooves +50 melee (2d6+15/19-20/x2), and bite +45 melee (1d8 + 7) |
| Space/reach | 10ft./ 10ft. (15 ft. with bite) |
| Special attacks | Hoof flurry lightning speed charge, spell-like abilities, trample |
| Special qualities | Darkvision 60 ft., DR 25/epic and adamantine, energy resistance to acid, cold, electricity, and fire 30, fast healing 25, immunity to disease and poison, Scent, SR 43 |
| Saves | Fort +33, Ref +35, Will +23 |
| Abilities | Strength 41, Dexterity 36, Constitution 33, Intelligence 11, Wisdom 17, Charisma 20 |
| Skills | Balance +34, Escape Artist +34, Jump +75, Spot +24 |
| Feats | Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Bull Rush, Improved Critical (hoof), Improved Initiative, Improved Overrun, lightning reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (greater teleport), Run, Spring Attack, Whirlwind Attack |
| Epic Feats | Blinding Speed (x4), Superior Initiative |
| Environment | Asgard (Odin’s Realm) |
| Organization | Solitary (unique) or duo (Sleipnir and Odin) |
| CR | 26 |
| Treasure | nothing |
| Alignment | Neutral Good |
Combat:
Sleipnir loves to charge its foes repeatedly until they die. If he feels he is out numbered, he’ll immediately teleport away.Hoof Flurry (Ex): Whenever Sleipnir successfully strikes a creature with 3 or more of its hooves, that creature must succeed a Fortitude save DC 43 or be knocked prone for 1d8 + 2 rounds. DC is Strength-based.
Lightning Speed Charge (Ex): Sleipnir charges at such high speeds that he is hard to touch. When Sleipnir charges, he receives no penalty to AC. Instead he gains a +5 Dodge bonus to AC, while charging. He deals 4d6 + 30 points of damage plus 1 point of damage for every 10 ft. travelled.
Spell-like Abilities: CL 36; DC 15 + spell level
At will – greater teleport, haste, plane shift
3/day – quickenedgreater teleport
Trample (Ex): Sleipnir deals 2d6 + 22 points of damage when trampling foes with his hooves. Reflex save DC 43 halves damage. DC is Strength-based.
The severed head of Mímir
Which foretells the future
Geri and Freki

1882. Nordisch-germanische Götter und Helden. Otto Spamer, Leipzig & Berlin. Page 7. Carl Emil Doepler (1824-1905)
To whom he gives his food for he himself consumes nothing but wine
The Lore of the Gods Book Two: The Asgardians
Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist
Freke and Gere appear as large, black dire wolves with graying muzzles and golden-yellow eyes. Usually they are at Odin’s side, however sometimes the All-Father will send them out into the worlds of men to appear to those who worship him as an omen. Freke and Gere do not speak, however, their demeanor can easily determine whether the omen is taken as good or bad.
Geri
Kain’s 5e Monstrous Manual – Page 52 – Dicefreaks
Large monstrosity, lawful neutral
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Armor Class 19 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 80 ft.
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STR 20 (+5) DEX 25 (+7) CON 23 (+6) INT 17 (+3) WIS 24 (+7) CHA 18 (+4)
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Saves Dex +12, Wis +12
Skills Perception +17, Stealth +17
Damage Resistances cold, fire, bludgeoning, piercing and slashing from nonmagical weapons that are not silver
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 27
Languages Bestial, Common
Challenge 13 (10,000 XP)
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Asgardian Spears. Made in Valhalla and kept keen with runic magic, Asgardian spears have a +2 enchantment and add a second die of weapon damage.
Keen Hearing and Smell: Geri has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: Geri has advantage on attack rolls against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated.
Change Shape: Geri magically polymorphs into a Medium humanoid, into a Large giant, or back into her true form. Other than her size, her statistics are the same in each form.
ACTIONS
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Multiattack. Geri makes three attacks, one with her bite and two with her claws or three with her spear.
Bite: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.
Howl: All non-allies of Geri within 60 ft. must succeed on a DC 19 Constitution saving throw or take 35 (10d6) thunder damage and a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the frightened effect on itself on a success. If a creature’s Wisdom saving throw is successful or the effect ends for it, the creature is immune to the frightened aspect of Geri’s howl for the next 24 hours.
Spear. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
REACTIONS
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Savage: Geri makes three attacks against a creature she is threatening that goes prone.
Freke and Gere 3.5 Edition Stat Block
The Lore of the Gods Book Two: The Asgardians
Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director Todd Morasch
Illustrations Michael Nickovich Typesetter Joshua Gilchrist
| Odin’s Wolves: Freke and Gere | |
| Large outsiders | |
| Hit Dice | 8d10 +45 (103 hp) |
| Initiative | +2 (Dexterity) |
| Speed | 80ft. |
| AC | 22 (-1 size, +2 Dexterity, +11 natural) |
| Attacks | Bite +10 melee |
| Damage | Bite 1d8+10 |
| Face/Reach | 5ft, by 10ft./ 5ft. |
| Special Attacks | Trip, Bark |
| Special Qualities | Damage Reduction 20/+3, SR 25, Linked Minds, Immunities, Resistances, plane shift |
| Saves | Fort +10, Ref +9, Will +8 |
| Abilities | Strength 25, Dexterity 19, Constitution 17, Intelligence 9, Wisdom 14, Charisma 14 |
| Skills | Hide +17, Listen +10, Move Silently +10, Spot +9, Wilderness Lore +8 |
| Feats | Improved Critical (bite), Power Attack |
| Climate/Terrain | Any |
| Organization | Always paired |
| Challenge Rating | 10 |
| Treasure | None |
| Alignment | Always Neutral |
Combat
Freke and Gere use their link to the greatest advantage, covering each other’s backs and coordinating their attacks. Generally they will use their bark to disrupt spellcasters and use their trip ability to leave warriors prone.
Immunities (Ex): Freke and Gere are immune to Charm, Fear and Electrical attacks.
Resistances (Ex): Freke and Gere have Fire, Cold and Acid resistance 20. They also receive a +4 inherent bonus to all saves against poison.
Trip (Ex): Each wolf may attempt to trip an opponent that he hits with his bite attack as a free action, once per round. He does so without making a touch attack and
without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip him.
Plane shift (Sp): Both wolves have the ability to plane shift at will. This ability is as if cast by a 20th level sorcerer.
Bark (Su): Each wolf can bark creating a cone of sonic energy 60ft. long, once every 5 rounds. This effect is the same as a shout spell cast by a 16 th level sorcerer.
Neither Freke, nor Gere are subject to the barks effects.
Linked Minds (Ex): If Freke and Gere are within 300ft. of each other; they are in constant telepathic communication. As long as one isn’t caught flat-footed, neither is the other and neither one can be flanked. The wolves share this ability with Odin if he is also within 300ft.
Duties of the Priesthood
To be a priest of Odin, one must be a chieftain of a tribe. Odin’s priests must like fighting. In addition, they must be good tacticians and leaders of men. They must always be in the front lines during battle.
Sacrifices
Medieval writers and saga traditions sometimes associate offerings of people, captives and hanged victims with Odin. Their accounts are not a census of ancient practice: the frequency, locations and interpretation of human sacrifice in the Viking Age are disputed. There is no sound basis for saying Odin was the only god associated with such offerings, or that every ninth year the whole region followed one uniform rite. A harsh local cult may exist in the campaign, but it must be identified as that cult’s practice rather than a universal historical rule.
As the Northmen have the right not only to elect king but also to depose a king, the sagas relate that both two kings were sacrificed to Odin after years of famine.
The blood eagle appears in a small number of medieval narratives as a brutal punishment, often connected with revenge. Scholars dispute how such accounts relate to actual practice; the evidence does not establish it as a common sacrificial custom in Odin’s worship. For a darker campaign it can be a frightening rumour or a crime with real perpetrators and consequences, not a rite performed by every northern priest. See the historical study of the sources and their limits.
Sometimes sacrifices were made to Odin to bring about changes in circumstance, a notable example being the sacrifice of a King . Sailors in a fleet being blown off course drew lots to sacrifice to Odin that he might abate the winds; the king himself drew the lot and was hanged.
Odin was a compulsive seeker of Wisdom, consumed by his passion for knowledge, to the extent that he sacrificed one of his eyes (which one this was is unclear) to Mimir, in exchange for a drink from the waters of Wisdom in Mimir’s well.
In Hávamál, Odin tells of hanging for nine nights on a windswept tree, wounded by a spear and dedicated to himself. He takes up the runes and later speaks of mighty songs and charms. This is a myth about acquiring dangerous knowledge, not historical evidence that Odin invented the runic alphabet. The song-count and later charm-list should not be collapsed into a claim that the same nine days yielded eighteen named runes. Compare the source translations.
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