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Odin

Odin
“Hagen bei den drei Rheintöchtern”; signiert: G. Kugler, Öl auf Leinwand, ca. 128 x 109 cm Georg Kugler (1840-1916)

Odin is the supreme god of the Northmen Head of Aesir

His role, like many of the pantheon, is complex: he is god of both wisdom and war. He is also attributed as being a god of magic, poetry, victory, and the hunt.

General characteristics

For the Northmen, his name was synonymous with battle and warfare, for he appears as the bringer of victory.

Odin is a shape-changer, able to change his skin and form in any way he liked. He is said to travel the world disguised as an old man with a staff, one-eyed, grey-bearded and wearing a wide-brimmed hat.

Odin welcomes the great dead warriors who have fallen in battle into his hall, Valhalla. These fallen, the einherjar, are assembled by Odin to support the gods in the final battle of the end of the world, Ragnarök.

Odin often acts as the instigator of wars, sending his valkyries to influence the battle in his desired directions, and to select the dead. This in order to gather the best warriors in Valhalla.

Odin was a son of Bestla and Borr and brother of Vé and Vili and together with these brothers he cast down the frost giant Ymir and created the world from Ymir’s body.

Odin fathered his most famous son Thor on Jord ‘Earth’. But his wife and consort was the goddess Frigg who in the best-known tradition was the loving mother of their son Balder. By the giantess Gríðr, Odin was the father of Víðarr and by Rind he was father of Vali. Also, many royal families claimed descent from Odin through other sons.


D&D 5E Epic Monsters: Odin

Odin DnD5e BANNER.jpg

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.

Or maybe you call him Woden aka why we have Wednesday. Father of Baldr and Thor and Loki (or maybe not as the trickster god’s history is very messy), master of the Norse gods, has only one eye, digs on ravens (Huginn and Muninn sit on his shoulders, flying off at sunrise to travel the world then return to tell him all they see and hear), oversees Valhalla, keeps two wolf buddies but is to be eaten by Fenrir during Ragnarök, rides the flying eight-legged horse Sleipnir (a subject for another day), he’s got the best magic, he has a killer beard, and many different cultures lay claim to him.

Odin
Medium humanoid, neutral
Armor Class 22 (natural armor)
Hit Points 375 (30d8+240)
Speed 30 ft.

STRDEXCONINTWISCHA
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

Odin the Wanderer (1886) by Georg von Rosen
Odin the Wanderer (1886) by Georg von Rosen

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 Dice24d10+336 plus 35d4+490 plus 10d6+140 (1406 hp)
Initiative+18 (+10 Dexterity, +8 Superior Initiative)
Speed80 ft. (16 squares), 190 ft. (perfect)
AC103 (+10 Dexterity, +34 natural, +19 divine, +17 deflection, +9 insight, +2 shield, +2 Dodge); touch 67, flat-footed 91
BAB/Grapple+45/+82
AttackGungnir +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 AttackGungnir +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/Reach5 ft./5ft.
Special Attacksdistract, divine salient abilities, domain powers, spell-like abilities, spells
Special Qualitiesdivine 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
SavesFort +76, Ref +70, Will +76
AbilitiesStrength 46, Dexterity 30, Constitution 38, Intelligence 50, Wisdom 35, Charisma 45
SkillsAppraisal +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
FeatsCleave, 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 FeatsDevastating 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/TerrainAny
OrganizationUnique.
TreasureGungnir.
Challenge Rating70
AlignmentNeutral 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 unresricted 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’ 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 Oden 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’s 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 category—for 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’s 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

Odin's ring
Odin’s ring

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 possessuion of one of Draupnir’s rings have discovered they possesses a value even greater than their material and workmanship. Rings created by Draupnier 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%.

Draupnir was forged by the dwarven brothers Brokk and Sindri, sons of Ivaldi

Gungnir:

Gungnir is the name of Odin’s spear. The spear’s name means “Swaying One”. It was built by a dwarf named Dvalin. 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’s 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

The wild hunt: Asgårdsreien (1872) by Peter Nicolai Arbo
The wild hunt: Asgårdsreien (1872) by Peter Nicolai Arbo

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 Twa Corbies (or The Two Ravens) "Some British Ballads" (1919) Arthur Rackham (1867-1939)
The Twa Corbies (or The Two Ravens) “Some British Ballads” (1919) Arthur Rackham (1867-1939)

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
________________________________________________________________________________
Armor Class 18 (natural)
Hit Points 253 (22d8 + 154)
Speed 60 ft., fly 120 ft.
________________________________________________________________________________
STR 20 (+5) DEX 25 (+7) CON 24 (+7) INT 19 (+4) WIS 20 (+5) CHA 23 (+6)
________________________________________________________________________________
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)
________________________________________________________________________________

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 deathmass 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
________________________________________________________________________________

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 Dice5d8 +15 (45hp)
Initiative+6 (+2 Dexterity, +4 Improved Initiative)
AC19 (+1 size, +2 Dexterity, +6 natural)
AttacksClaws +4 melee
DamageClaws 1d3+2
Face/Reach5ft. by 5ft./ 5ft.
Special AttacksSee text.
Special QualitiesLinked Minds, plane shift, Spell-like abilities, Immunities, Resistances, Damage Reduction 10/+2, SR 25, Speech
SavesFort +2, Ref +4, Will +2
AbilitiesStrength 3, Dexterity 15, Constitution 10, Intelligence 11, Wisdom 15, Charisma 14
SkillsListen +12, Spot +10, Hide +8
FeatsWeapon Finesse (claws), Flyby Attack
Climate/TerrainAny
OrganizationPaired always
Challenge Rating8
TreasureNone
AlignmentNeutral

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

800px Odin rides to Hel
An illustration to Baldrs draumar. The list of illustrations in the front matter of the book gives this one the title Odin rides to Hel. The Elder or Poetic Edda; commonly known as Sæmund’s Edda. Edited and translated with introduction and notes by Olive Bray. Illustrated by W.G. Collingwood (1908) Page 238. W.G. Collingwood (1854 – 1932)

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.

On this Thread

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)
HD36d10 + 396 (756 hp)
Initiative+21
Speed160 ft., fly 160 ft. (perfect)
AC51 (+13 Dexterity, +29 natural, -1 size) touch 22, flat-footed 38
BAB/ Grapple+36/+55
AttackHoof +50 melee (2d6+15/19-20/x2)
Full attack6 Hooves +50 melee (2d6+15/19-20/x2), and bite +45 melee (1d8 + 7)
Space/reach10ft./ 10ft. (15 ft. with bite)
Special attacksHoof flurry lightning speed charge, spell-like abilities, trample
Special qualitiesDarkvision 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
SavesFort +33, Ref +35, Will +23
AbilitiesStrength 41, Dexterity 36, Constitution 33, Intelligence 11, Wisdom 17, Charisma 20
SkillsBalance +34, Escape Artist +34, Jump +75, Spot +24
FeatsCombat 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 FeatsBlinding Speed (x4), Superior Initiative
EnvironmentAsgard (Odin’s Realm)
OrganizationSolitary (unique) or duo (Sleipnir and Odin)
CR26
Treasurenothing
AlignmentNeutral 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 – quickened greater 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

Odin, der Göttervater. Odin enthroned with weapons, wolves and ravens. Wägner, Wilhelm. 1882. Nordisch-germanische Götter und Helden. Otto Spamer, Leipzig & Berlin. Page 7. Carl Emil Doepler (1824-1905)
Odin, der Göttervater. Odin enthroned with weapons, wolves and ravens. Wägner, Wilhelm.
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)
________________________________________________________________________________
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)
________________________________________________________________________________

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
________________________________________________________________________________

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 Dice8d10 +45 (103 hp)
Initiative+2 (Dexterity)
Speed80ft.
AC22 (-1 size, +2 Dexterity, +11 natural)
AttacksBite +10 melee
DamageBite 1d8+10
Face/Reach5ft, by 10ft./ 5ft.
Special AttacksTrip, Bark
Special
Qualities
Damage Reduction 20/+3, SR 25, Linked Minds, Immunities, Resistances, plane shift
SavesFort +10, Ref +9, Will +8
AbilitiesStrength 25, Dexterity 19, Constitution 17, Intelligence 9, Wisdom 14, Charisma 14
SkillsHide +17, Listen +10, Move Silently +10, Spot +9, Wilderness Lore +8
FeatsImproved Critical (bite), Power Attack
Climate/TerrainAny
OrganizationAlways paired
Challenge Rating10
TreasureNone
AlignmentAlways 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.

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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

Odin is the only god to demand human sacrifice. Every ninth year, people assembled from all over to sacrifice in his main Temple. Male slaves, and males of each species are sacrificed and hung from the branches of the trees. This practice of sacrifice is one reason why Thor is more popular among the commonfolk.

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.

It is common to sacrifice a prisoner to Odin prior to or after a battle. wherein the captured is slaughtered by the carving out of a “blood eagle” upon his back.

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.

Further, the creation of the runes, the Northmens alphabet that was also used for divination, is attributed to Odin He hanged himself from the tree Yggdrasil, whilst pierced by his own spear, to acquire knowledge. He remained thus for nine days and nights thereby learning nine (later eighteen) magical songs and eighteen magical runes. The purpose of this strange ritual, a god sacrificing himself to himself because there was nothing higher to sacrifice to, was to obtain mystical insight through mortification of the flesh.

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