Norse

BOZ

Creature Cataloguer
as promised, here are my mythological conversions of Norse monsters. i may redo them after seeing the DDG, but for now, here they are as originally converted. :)
 

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FOSSERGRIM
Medium-Size Fey (Water)
Hit Dice: 5d6+5 (22 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft, swim 90 ft
AC: 23 (+3 Dex, +5 natural, +5 chain mail)
Attacks: Longsword +3 melee (x2)
Damage: Longsword 1d8+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Aquatic fortification, water breathing touch, symbiosis
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 15, Cha 18
Skills: Escape Artist +8, Hide +8, Knowledge (any one) +5, Listen +9, Move Silently +6, Sense Motive +7, Spot +9, Swim +6, Wilderness Lore +9
Feats: Alertness, Dodge, Improved Initiative

Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral (evil)
Advancement: 6-15 HD (Medium-Size)

Fossergrim are enchanted beings that live in waterfalls. They appear like ordinary humans and usually behave as rangers or druids. They are friendly unless they are attacked, or if someone tries to force them away from their waterfalls. Fossergrim make their homes in waterfalls in much the same way dryads bond with trees, and they never wander more than a mile away from their homes.
Fossergrim are randy creatures, and are particularly fond of human women. They like to seduce women who come to bathe in the pools near their waterfall, and have even been known to abduct maidens when no willing partner makes herself available. If the offspring of such a union is female, she will be a normal human save that she has the ability to breathe water. A male child will be a fossergrim although he will appear to be a normal human, but before reaching middle age he will be compelled to find a waterfall of his own.

COMBAT
Fossergrim tend to attack only hostile creatures or those who disturb their waterfalls and won't leave. The fossergrim will remain in the water during combat to gain the full benefits of its special connection to the waters.
Aquatic Fortification (Su): Fossergrim have an elemental connection to the waters of their waterfall and its surrounding area. So long as they remain in splashing waters they gain the benefits of the following powers:
Fast Healing 5;
Spell Resistance 30;
+8 to all attack rolls with their longswords, and twice as many attacks per round.
Water Breathing Touch (Su): Fossergrim breathe water and can pass this ability on to other beings. All creatures touching or being touched by a fossergrim are affected as by a water breathing spell for as long as contact persists.
Symbiosis (Su): Each fossergrim is mystically bound to a single waterfall and must never stray more than one mile from it. Any who do become ill and die within 1d4 days. A fossergrim's waterfall does not radiate magic.
 

GARM (guardian of Hel-gate)
Huge Outsider (Lawful, Evil)
Hit Dice: 25d8+100 (202 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 50 ft
AC: 22 (-2 size, +3 Dex, +11 natural)
Attacks: Bite +33 melee
Damage: Bite 3d8+9
Face/Reach: 10 ft by 20 ft/10 ft
Special Attacks: Frightful presence
Special Qualities: Damage reduction 20/+2, SR 28, immune to enchantment spells
Saves: Fort +18, Ref +17, Will +20
Abilities: Str 28, Dex 17, Con 18, Int 14, Wis 18, Cha 20
Skills: Bluff +26, Climb +30, Diplomacy +25, Intimidate +26, Jump +30, Knowledge (geography) +22, Knowledge (the Planes) +23, Knowledge (religion) +23, Listen +27, Scry +22, Search +23, Sense Motive +25, Spot +27
Feats: Alertness, Blind-Fight, Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite)

Climate/Terrain: Any land and underground
Organization: Solitary or troupe (Garm plus 2-20 dire wolves)
Challenge Rating: 18
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: ---

Garm is a servant of the goddess Hel, and is responsible for guarding the gateway to her realm. Garm is a truly fearsome beast and looks like a gigantic dire wolf with an enormous head too large for its body. Garm is appointed to guard the entrance to the cavern Gniper. This cavern opens up to Helvig, the long troublesome road to Hel's realm, Nifleheim. Beings must enter Gniper to enter the realm of the dead, and while Garm will allow anyone to enter the cave but he will not allow anyone to leave. Garm has killed many, many heroes attempting to rescue loved ones from the realm of the dead over many centuries, and has an astounding collection of treasure stashed away inside Gniper.
When Hel leaves her realm to collect the dead, she magically closes off Helvig and allows Garm to roam free. He has the power to travel to any realm in Ysgard freely and travels with his pack of dire wolves.

COMBAT
Garm is a fearless opponent, and if brought to combat by beings who choose not to heed his warnings, he is tireless in his defense and nearly unstoppable.
Frightful Presence (Su): Garm is such a terrible sight that any beings who look at him become terrified. Affected creatures must succeed at a Will save (DC 27) or become panicked. Creatures with 7 or more Hit Dice who fail their save become frightened instead.
Immune to Enchantment (Su): Garm has been appointed as a guardian by Hel, and has been granted an immunity to all enchantment spells and effects.
 

FENRIS WOLF
Gargantuan Outsider (Chaotic, Evil)
Hit Dice: 30d8+270 (405 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 60 ft, fly 30 ft (average)
AC: 22 (-4 size, +2 Dex, +14 natural)
Attacks: Bite +41 melee
Damage: 5d8+14
Face/Reach: 20 ft by 40 ft/ 15 ft
Special Attacks: Swallow whole
Special Qualities: Damage reduction 40/+4, SR 30, leash
Saves: Fort +26, Ref +19, Will +23
Abilities: Str 38, Dex 15, Con 28, Int 14, Wis 19, Cha 23
Skills: Bluff +33, Climb +41, Intimidate +34, Jump +41, Knowledge (arcane) +29, Knowledge (the Planes) +29, Knowledge (religion) +29, Listen +32, Search +31, Sense Motive +29, Spot +32
Feats: Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite)

Climate/Terrain: Any land and underground
Organization: Solitary (unique)
Challenge Rating: 33
Treasure: None
Alignment: Always chaotic evil
Advancement: ---

The Fenris Wolf is more akin to a force of nature than any sort of ordinary monster. This creature is the offspring of the union between the god Loki and a mortal giantess named Angur-boda. The wolf looks like a timber wolf but is enormous in scale, being 50' tall at the shoulder. Its eyes betray its evil and inherently destructive nature.
This monster once lived in Asgard with the gods due to a technicality in the law which allowed spawn of the gods to roam around freely and unharmed. He spent many years roaming the countryside destroying anything and everything he saw, until the gods decided he could no longer be allowed to go free. The wolf is immensely strong and was unable to break any chain placed around his neck, no matter how strong. Odin commissioned the dwarves to make a chain which would not break, and so they did; they forged a golden leash from the roots of a mountain, the noise of a moving cat, and the breath of a fish, and this leash was completely unbreakable.
Thus, the Fenris wolf was imprisoned and held captive. Every now and then, the wolf is able to slips his bonds and travel to Midgard to wreak havoc. This always brings the gods themselves to search for him and devise new ways of trapping him. It is said that the Fenris wolf will escape during Ragnarok and devour Odin.

COMBAT
The Fenris wolf frightens even the gods, so no opponent should fail to take him seriously. This monster is destruction personified, and is more than willing to prove it to all takers. He only attacks once per round, but his bite is so devastating that it is all he really needs.
Improved Grab (Ex): To use this ability, the Fenris wolf must hit a Huge or smaller opponent with his bite attack. If he gets a hold, he can try to swallow the foe.
Swallow Whole (Ex): The Fenris wolf can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 2d8+8 points of acid damage per round from the wolf's digestive juices. A swallowed creature can cut its way out by dealing 25 points of damage to the wolf's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The Fenris wolf's gullet can hold one Huge, two Large, four Medium-size, eight Small, or 16 Tiny or smaller creatures.
Leash (Su): The leash that was constructed by the dwarves to contain the Fenris wolf is said to be unbreakable, and even the wolf cannot break it. This golden rope is as light and thin as silk, but is magically durable and cannot be broken or cut by any manmade or natural weapons, even those of +5 enchantment. The golden leash is resistant to all magic, even that of the gods, and no amount of strength or force will snap or destroy it. The Fenris wolf likes to trick creatures into loosening his bonds, then kills the hapless victim and sets free to rain death and destruction on the mortal world.
 



jormangundr is really really powerful, i'm waiting for the DDG to come out to see if i even want to convert him. ;)
 


these were all useful, thank you. As for the Midgard Serpent, there is a Dendar Night Dragon or something like that in one of the Forgotten Realms books, maybe champions of ruin? It's very powerful and makes a great stand in.
 


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