Asgardian Pantheon • Æsir

Ullr — Archer, Snow-Runner & God of Single Combat

Ullr, son of Sif, archer and snow-runner of the Æsir
Ullr of Ýdalir. Sif’s son and Thor’s stepson, peerless with bow and snowshoes and a god to invoke before single combat.

Ullr is the northern god of exact movement and the clean shot: son of Sif, stepson of Thor, unmatched with the bow and on snow, and a divine name used when a contest is personal enough that skill cannot hide behind an army.

Ullr at a Glance

Divine clanÆsir
Divine statusLesser deity; Divine Rank 6 in the legacy divine build
ParentageSon of Sif; Thor is his stepfather
HomeÝdalir, the Yew-Dales
Secure concernsArchery, snow-running or snowshoes, warrior accomplishment and single combat
Campaign concernsHunting, winter travel, oaths of contest and survival in deep snow
AlignmentChaotic Neutral in the legacy divine build
Favoured weaponLongbow
Campaign artifactsLongbow of the Northwind, rune-shield and the Bone of Ullr

Who Is Ullr?

Gylfaginning gives Ullr a compact but unusually playable identity: he is Sif’s son and Thor’s stepson, so skilled with bow and snowshoes that no one can contend with him, fair to look upon, accomplished as a warrior, and good to invoke in single combat. The campaign expands from those secure anchors.

The detailed D&D 3.5e statistics below preserve the useful legacy deity build; campaign artifacts and cult practices are distinguished from the surviving Norse source material.

The Archer of Ýdalir

The surviving prose makes Ullr unusually easy to use at the table. He is Sif’s son and Thor’s stepson; he is so accomplished with bow and snowshoes that none can contend with him, has the qualities of a warrior, and is good to invoke in single combat. Grímnismál associates him with Ýdalir, the Yew-Dales, making the yew bow a natural campaign emblem.

Later and campaign traditions expand Ullr’s sparse surviving myths with rune-marked shields, winter relics and ties to Skaði. Those details are useful in play, but they are kept separate from the stronger Eddic evidence. His fate at Ragnarök is not securely described, leaving the campaign future genuinely open.

Dogma

Ullr’s cult prizes distance, patience and a clean contest. Hunters are taught to take what a community needs, avoid waste, protect breeding grounds and never confuse cruelty with skill. Archery contests settle rivalries without turning every disagreement into a blood feud, while single-combat rites are reserved for disputes whose terms both sides have accepted.

Clergy and Temples

Ullr’s clergy are often found hunting food for their temple and their community. They often serve as messengers between communities isolated by snow and ice, skiing or driving dog sleds. All carry longbows or shortbows.

Ullr’s temples resemble hunting lodges. In addition to a greathall, they have storage rooms and workrooms for making skis, dog sleds, bows, and arrows. The kitchen resembles a butcher shop, as junior members of the clergy skin and butcher those animals Ullr grants to them for food.

Visitors to Ullr’s temples find themselves welcome, provided they show respect and appreciation for the natural balance and the food put before them. Hunters of all sorts are particularly welcome, and the clergy and faithful share techniques and tricks with the visitors.

Divine Mechanics

Ullr in Play

Ullr controls distance, terrain and the terms of a contest. He is at his strongest when the battlefield contains snow, broken sight-lines and one dangerous target that must be brought down before it closes the distance.

Ullr — 5.5e / 2024

Granted Domains & Spells

Spell LevelUllr-Granted Spells
1stensnaring strike, longstrider
2ndpass without trace, silence
3rdhaste, sleet storm
4thfreedom of movement, ice storm
5thcommune with nature, swift quiver
6thfind the path, wall of ice
7thplane shift, regenerate
8thcontrol weather, freedom
9thforesight, storm of vengeance

Ullr, Lord of the Yew-Dales

Medium Celestial (Deity), Chaotic Neutral · Lesser Deity, Divine Rank 6 · CR 32 (epic; beyond the core CR table) · PB +10

Armor Class 28 (divine agility)
Hit Points 792 (48d8 + 576)
Speed 70 ft., climb 50 ft.; snow and ice do not cost extra movement

STRDEXCONINTWISCHA
30 (+10)36 (+13)34 (+12)28 (+9)34 (+12)28 (+9)

Saving Throws Str +20, Dex +23, Con +22, Int +19, Wis +22, Cha +19
Skills Acrobatics +23, Athletics +20, Nature +19, Perception +22, Stealth +23, Survival +32
Damage Resistances cold, lightning; bludgeoning, piercing and slashing
Damage Immunities poison
Condition Immunities exhaustion from cold, frightened, poisoned
Senses truesight 180 ft., passive Perception 32
Languages all languages; telepathy 1 mile

Divine Traits

Icewalking. Ullr moves across snow, ice and similar frozen surfaces without leaving tracks unless he chooses to. Non-divine ice cannot make him Prone or reduce his Speed.

Divine Archery. Ullr ignores Half and Three-Quarters Cover with ranged weapon attacks and suffers no Disadvantage for long range.

Hunter’s Certainty. A creature Ullr has hit with a ranged attack cannot become Hidden from him until the end of his next turn.

Legendary Resistance (4/Day). If Ullr fails a saving throw, he can choose to succeed instead.

Magic Resistance. Ullr has Advantage on saving throws against spells and magical effects.

Divine Immortality. Reducing Ullr to 0 Hit Points defeats his present body but does not permanently destroy him without a divine-death condition.

Divine Spellcasting

Ullr casts spells using Wisdom (spell save DC 30, +22 to hit with spell attacks). He requires no Material components.

Actions

Multiattack. Ullr makes three Northwind Bow attacks.

Northwind Bow. Ranged Attack Roll: +23 to hit, range 600/2,400 ft., one target. Hit: 31 (4d8 + 13) Piercing damage plus 36 (8d8) Cold damage. If the target moved 30 feet or more since the end of Ullr’s last turn, it takes an extra 18 (4d8) Force damage.

Whiteout Volley (Recharge 5–6). Ullr chooses a point within 300 feet. Each enemy in a 30-foot-radius sphere makes a DC 30 Dexterity saving throw, taking 72 (16d8) Piercing and Cold damage on a failure, or half as much on a success. The area becomes Heavily Obscured by snow until the end of Ullr’s next turn; Ullr sees through it normally.

Call the Duel (3/Day). One creature Ullr can see within 120 feet makes a DC 30 Wisdom saving throw. On a failure, until the end of Ullr’s next turn it has Disadvantage on attacks against creatures other than Ullr and cannot willingly move farther from him unless it first succeeds on the saving throw.

Bonus Action

Snow-Runner. Ullr moves up to half his Speed without provoking Opportunity Attacks.

Reaction

Impossible Shot. When a creature Ullr can see within 300 feet makes an attack, Ullr makes one Northwind Bow attack against it. On a hit, the triggering attack is made with Disadvantage.

Legendary Actions — 4 Uses

  • Glide. Ullr moves up to half his Speed.
  • Northwind Bow. Ullr makes one Northwind Bow attack.
  • Pinning Shot (Costs 2). Ullr makes one bow attack; on a hit the target’s Speed becomes 0 until the end of its next turn unless it succeeds on a DC 30 Strength save.
  • Hunter’s Vanish (Costs 2). Ullr becomes Invisible until he attacks or until the start of his next turn.
  • Three Arrows, One Breath (Costs 3). Ullr makes three Northwind Bow attacks against one target.

Ullr — Pathfinder 1e

Ullr, Lord of Ýdalir

CR 32 / MR 10 · CN Medium outsider (chaotic, extraplanar, mythic) · Lesser Deity, Divine Rank 6 — SpiralWorlds deity overlay

Init +20; Senses truesight 180 ft., Perception +58
Aura winter hunt 600 ft. (Will DC 24)

AC 63, touch 52, flat-footed 47
hp 1,080
Fort +46, Ref +54, Will +46
DR 20/epic; SR 48

Speed 70 ft.; unhindered by snow and ice
Melee +5 bane frost-brand greatsword +61/+56/+51/+46 (2d6+20/19–20)
Ranged +5 bane mighty chaotic icy-burst composite longbow +73/+68/+63/+58 (1d8+20/19–20×3 plus cold)
Str 30, Dex 42, Con 26, Int 25, Wis 27, Cha 26

Mythic Power 10/day; Surge +1d12.

Divine Abilities

Divine Archery (Ex). Ullr ignores range penalties and ordinary cover with bow attacks and can threaten extraordinary distances.

Icewalking (Su). Ullr glides through or over snow and ice without tracks or impediment.

Instant Move (Su). By expending one use of mythic power, Ullr moves up to his Speed as an immediate action without provoking attacks of opportunity.

Divine Ranger (Ex). Ullr treats all creatures fitting his divine hunt as favoured enemies and adds his divine overlay to tracking and survival checks.

Divine Immortality (Ex). Defeating Ullr’s present body does not permanently destroy him without a divine-death condition.

Spell-Like Abilities

CL 16th; concentration +24; save DC 24 + spell level. Chaos domain effects function at CL 17th.

At Will: expeditious retreat, longstrider, snowsight, snow walk, locate object
3/Day: ice storm, freedom of movement, control winds, greater teleport
1/Day: control weather, fimbulwinter, shapechange

Ullr — D&D 3.5e

The complete Divine Rank 6 Barbarian 20/Ranger 20 legacy build is retained below with 3.5e damage-reduction notation repaired.

ULLR
Barbarian 20/Ranger 20
Medium-Size outsider Divine Rank: 6
Hit Dice: 20d8+160 (outsider) plus 20d12+160 (Bbn) plus 20d10+160 (Rgr) (1,080 hp)

Initiative: +20 (+16 Dexterity, +4 Improved Initiative)

Speed: 70 ft.

AC: 59 (+16 Dexterity, +6 divine, +19 natural, +8 deflection)

Attacks: +5 bane* frost brand greatsword +61/+56/+51/+46 melee; or
+5 bane* mighty chaotic icy burst composite longbow (+10 Strength bonus) with +5 arrows +73/+68/+63/+58 ranged *Sword +63/+58/ +53/+48, longbow +75/+70/+65/+60 against favored enemies.

Damage: +5 bane* frost brand greatsword 2d6+20/19–20; +5 bane* mighty chaotic icy burst composite longbow (+10 Strength bonus) with +5 arrows 1d8+20/19-20/ × 3 *Sword 4d6+20/19-20, longbow 2d6 plus 1d8+20/19-20/
×3 against favored enemies.

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Domain powers, salient divine abilities, spell-like abilities.

Special Qualities: Divine immunities, DR 20/epic plus barbarian DR 4/—, fire resistance 26, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 6 miles, remote communication, godly realm, teleport without error at will, plane shift at will, favored enemies (dragons +5, magical beasts +4, goblinoids +3, aberrations +2, undead +1), greater rage 6/day, uncanny dodge (cannot be flanked, +4 against traps), SR 38, divine aura (600 ft., DC 24).

Saves: Fort +46, Ref +54, Will +46.

Abilities: Strength 30, Dexterity 42, Constitution 26, Intelligence 25, Wisdom 27, Charisma 26.

Skills: Animal Empathy +40, Balance +30, Bluff +37, Climb +47, Concentration +35, Craft (bowmaking) +49, Diplomacy +41, Handle Animal +50, Hide +54, Intimidate +46, Intuit Direction +50, Jump +52, Knowledge (nature) +59, Listen +52, Move Silently +54, Ride (horse) +37, Search +45, Sense Motive +25, Spot +48, Swim +41, Tumble +41, Use Rope +54, Wilderness Lore +74.

Feats: Alertness, Cleave, Dodge, Endurance, Expertise, Far Shot, Great Cleave, Improved Bull Rush, Improved Critical (composite longbow), Improved Initiative, Mobility, Point Blank Shot, Power Attack, Precise Shot,Quick Draw, Rapid Shot, Run, Sharp Shooting, Shot on the Run, Track, Weapon Focus (composite longbow).

Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

Salient Divine Abilities: Alter Form, Alter Size, Divine Archery, Divine Celerity,
Divine Ranger, Icewalking *, Instant Move, Shift Form. *Unique ability, described below.

Domain Powers: Cast chaos spells at +1 caster level; 6/day protective ward (touched subject gains +6 resistance bonus on next saving throw, maximum duration 1 hour); 6 rounds/day freedom of movement.

Spell-Like Abilities: Ullr uses these abilities as a 16th-level caster, except for chaos spells, which he uses as a 17th-level caster. Save DCs are 24 + spell level.

Animal Shapes, Antilife Shell, Astral Projection, Blizzard Calm Animals, Commune with Nature, Control Weather ,Death hail, Dimension Door, Dominate Animal, expeditious retreat, Find the Path, Fimbulwinter, Fly, Hold Animal , Ice Storm , Locate Object, Longstrider, Phase Door, Shapechange ,Snowsight, Snow walk, Summon giants, Summon Nature’s Ally IV*,Summon Nature’s Ally VIII, Teleport, Teleport, Greater, Winter’s embrace.

Greater Rage: The following changes are in effect as long as Uller rages: AC 57; hp 1,260; Atk +64/+59/+54/+49 melee (2d6+23/19–20, +5 bane frost brand greatsword); SV Fort +49, Will +49; Strength 36, Constitution 32; Climb +50, Concentration +38, Jump +55, Swim +44. His rage lasts for 14 rounds, and he is not winded afterward.

Ranger Spells/Day: 5/5/5/5; base DC = 18 + spell level.

Icewalking (unique salient divine ability): Uller can glide through or over snow and ice as easily as a fish swims through water. His travel leaves behind no track, tunnel, or hole, nor does he create any ripple or other signs of his passing. Other Divine Powers As a lesser deity, Uller may take 10 on any check. Uller treats a 1 on an attack roll or saving throw normally and not as an automatic failure. He is immortal.

Senses: Uller can see, hear, touch, and smell at a distance of six miles. As a standard action, he can perceive anything within six 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 five locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 6 hours.

Portfolio Sense: Uller automatically senses events related to efforts to feed five
hundred or more people through hunting, and archery contests with any combination of spectators or contestants that total five hundred or more people.

Automatic Actions: Uller can use Animal Empathy, Craft (bowmaking), Hide, Intuit Direction, Move Silently, or Wilderness Lore as a free action if the DC for the task is 20 or lower. He can perform up to five such free actions each round. Create Magic Items: Uller can create any magic item related to hunting or archery, as long as the item’s market price does not exceed 30,000 gp

Artifacts & Campaign Relics

The Longbow of the Northwind, the rune-shield that can bear Ullr across water, and the Bone of Ullr are campaign relics built around his surviving associations with bow, snow travel and single combat. They are not all presented as Eddic artifacts.

Artifacts

Ull’s Longbow of the Northwind

This fantastic longbow was crafted from the antlers of a giant Asgardian stag and encrusted with blue crystals. It is a +5 bane* mighty chaotic icy burst composite longbow (+10 Strength bonus) with +5 arrows

The Longbow of the Northwind has the following powers (at 20 th level):

-The possessor is immune to cold damage and the effects of high winds.

The bearer can move at normal speed through heavy snow and across ice.

Campaign Present

What Is Ullr Doing Now?

Ullr spends more time in the contested spaces between settlements than in divine courts. He crosses winter roads that armies consider closed, hunts creatures that have learned to use snow as armour, and answers formal challenges where neither side trusts a crowded hall.

He is also preparing mortal archers for a future in which distance matters. Giants, wolves, flying monsters and planar raiders do not politely close to sword range. Ullr’s chosen learn to kill dangerous things before those things reach the people they protect.

His relationship with Sif remains close. Their cults overlap in the value they place on mastery, but they disagree over what mastery is for: Sif emphasises responsibility to household and companions; Ullr is more willing to test the individual alone.

Adventure Pressure

The Shot Nobody Saw

A giant dies from a single arrow fired through a blizzard from beyond mortal bow range. Ullr denies making the shot.

The Closed Pass

A mountain road remains buried under impossible snow while every animal trail around it stays clear. Ullr’s priests insist the mountain is warning travellers away from something waking beneath the pass.

Single Combat

Two rulers invoke Ullr before a duel intended to prevent a war. One has secretly arranged divine interference and the other has asked the player characters to prove it without stopping the contest.

The Missing Yew

A sacred yew grove in Ýdalir has been cut overnight. The timber has not been stolen; every trunk simply ends in a perfectly smooth surface at waist height.

Sources & Licensing

Gylfaginning identifies Ullr as Sif’s son and Thor’s stepson, unsurpassed with bow and snowshoes, accomplished as a warrior and good to invoke in single combat. Grímnismál places his hall at Ýdalir, the Yew-Dales.

Read Gylfaginning. Campaign relics, expanded winter powers and some cult practices are setting development rather than claims about the medieval sources.

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