Hreidmar, Dwarven Patriarch
“Unearth the Enigmatic Depths of Hreidmar – Dwarven Patriarch, Keeper of Cursed Gold, and Architect of Norse Intrigue!”
- Alias: The Dwarven Patriarch
- Gender: Male
- Race: Dwarf
- Occupation: Guardian of Cursed Gold, Keeper of Ancient Secrets
- Religion: Deep reverence for ancestral spirits and the earth
- Allies: Dwarven clans bound by blood, cunning enchanters, and those seeking the wisdom of the deep.
- Enemies: Malevolent forces drawn to the cursed gold, rivals seeking to exploit his treasures.
- Abode/Base of Operations: A formidable subterranean stronghold, carved deep within the heart of ancient mountains.
- Nationality: Dwarven, rooted in the ancestral halls of Norse mythology.
- Languages: Dwarvish, Old Norse, the ancient tongues of stones and caverns.
- Alignment: Lawful Neutral
- Affiliation(s): Protector of dwarven legacies, keeper of cursed treasures, an enigmatic figure entwined in the tapestry of Norse myths.
- Significant Others: Father to Fafnir, Regin, and Otr – his sons whose destinies are entangled with the threads of myth and tragedy.
Hreidmar, the stout and grizzled patriarch of dwarven lineage, commands a presence as enduring as the ancient mountains that cradle his dwelling. Clad in garments adorned with the echoes of craftsmanship from an era long past, his piercing gaze reveals a mind burdened by the weight of timeless secrets.
A shrewd guardian of both kin and troves, Hreidmar’s cavernous halls echo with the hum of enchantments and the whispers of coveted treasures. His greatest fear, buried deep within the recesses of his steely heart, is the impending doom that shadows the cursed gold he hoards – a malevolent force threatening to unleash chaos upon the world.
Driven by an unyielding sense of duty, Hreidmar forges alliances and schemes with the finesse of a seasoned tactician. The legacy of his lineage, entwined with the fates of his sons, propels him into a relentless pursuit of power and preservation. His ultimate goal: to safeguard the dwarven legacy, even if it means navigating the treacherous currents of Norse mythology and unlocking the mysteries hidden within the veins of the earth.
Hreidmar, Dwarven Patriarch
Medium humanoid (dwarf), lawful neutral
Armor Class 18 (natural armor, rune-etched robes)
Hit Points 187 (25d8 + 75)
Speed 25 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (0) | 16 (+3) | 18 (+4) | 18 (+4) | 10 (0) |
Saving Throws Con +7, Wis +8
Skills Arcana +10, History +10, Perception +8
Senses Darkvision 120 ft., Passive Perception 18
Languages Dwarvish, Old Norse, Terran
Challenge 12 (8,400 XP)
Dwarven Resilience. Advantage on saving throws against poison, and resistance against poison damage.
Stonecunning. Proficient in the History skill related to stonework. Double proficiency bonus.
Legendary Resistance (3/Day). If he fails a saving throw, he can choose to succeed instead.
Actions
- Multiattack. He makes two attacks: one with his Warhammer and one with his Rune-Enchanted Blast.
- Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 3) bludgeoning damage.
- Rune-Enchanted Blast. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 21 (6d6) force damage.
Legendary Actions
Hreidmar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hreidmar regains spent legendary actions at the start of his turn.
- Rune of Warding (Costs 2 Actions). Hreidmar activates a protective rune, granting him temporary hit points equal to his Intelligence modifier (minimum 1) for 1 minute.
- Stone Shape (Costs 3 Actions). Hreidmar magically alters a stone object or surface within 30 feet.
Reactions
Ancestral Shield. When hit by an attack, Hreidmar can use his reaction to gain a +2 bonus to AC against that attack, potentially causing the attack to miss.
Lair Actions
On initiative count 20 (losing initiative ties), Hreidmar takes a lair action to cause one of the following effects:
- Earthen Resonance. The very stones of Hreidmar’s lair resonate with protective energy. Until initiative count 20 on the next round, all creatures friendly to Hreidmar gain advantage on saving throws.
- Runic Infusion. Hreidmar infuses the battlefield with magical runes. Until initiative count 20 on the next round, all attacks made by Hreidmar and his allies deal an additional 1d6 force damage.
Equipment
- Rune-etched Robes: These enchanted robes provide a +2 bonus to AC and grant advantage on saving throws against magical effects.
- Dwarven Warhammer: A masterfully crafted warhammer, passed down through generations, deals additional damage to constructs and objects.
- Crown of Gleaming Wealth: A silvered crown adorned with gemstones, allowing Hreidmar to cast the spell Detect Magic at will.
Reputation
Hreidmar is a formidable dwarven patriarch, known for his mastery of runic magic, guardian of the cursed gold, and keeper of ancient secrets. His lair, deep within the heart of ancient mountains, echoes with the hum of enchantments and the whispers of coveted treasures. Legends speak of his unyielding resolve and the burden he carries to protect the dwarven legacy, making encounters with Hreidmar both challenging and steeped in myth and history.
Currently in the World
Hreidmar stands stout and resolute, his grizzled beard cascading down like the weathered roots of ancient trees. His piercing blue eyes, etched with the wisdom of ages, gleam beneath bushy eyebrows that knit together in contemplation. Clad in garments woven from the deepest hues of earth, his robes bear the intricate runes of ancestral protection. A silvered crown, adorned with gemstones reflecting the gleam of subterranean riches, rests atop his furrowed brow.
Currently seated upon a throne hewn from the very rock of his stronghold, Hreidmar pores over ancient tomes, their pages crackling with the echoes of forgotten incantations. The cavernous walls, adorned with the luminescent glow of enchanted crystals, resonate with the distant hum of dwarven craftsmanship. The air is heavy with the scent of aged parchment, molten metal, and the earthy richness of the cavern’s depths.
Hreidmar’s mood, a fusion of stoic resolve and a burdened contemplation, reflects the weight of his responsibilities. As the guardian of the cursed gold, his thoughts delve into the ever-present specter of impending doom. The flickering torchlight casts dancing shadows on his furrowed features, revealing a countenance etched with the struggles of preserving ancient legacies in the face of an uncertain future.
In Myth
He was father of Fafnir, Ótr and Regin. He owns a house of glittering gold and flashing gems built by Regin and guarded by a dragon. After Otr was accidentally killed by Loki, the Æsir repayed Hreidmar with Andvari’s gold and the cursed ring Andvarinaut. Fafnir and Regin killed Hreidmar for the ring. Fafnir decided he wanted Andvarinaut for himself, so he turned into a dragon and drove Regin away.