Things from the Norse myth!

Obly99

Adventurer
Good evening gentlemen, I present to you the Jotun of the Norse myth. I built them with the PF1 system, using my homebrew rule that divine rank give an equivalent mythic rank. They were created using frost giants, fire giants, and rock giants as the base creatures + with abilities derived from the Jotunblood Giant template (Jotunblood Giant (CR +4)[3pp] – d20PFSRD) for these respective giants. I don't give them maximum hit points per die, movement speed augmenteds, divine immunities, divine aura, 1/4 HD as natural armor (I give them a natural armor value to make a total AC suitable for the CR I wanted to get), portfolio, godly realms, grants spell, immortality, SR 10+HD+divine bonus (I give them 11+CR+divive bonus) or d20 as HD of the Quasi Deity template.

Jotnar Niflheim (Hrímþursar) CR 24

As you advance through the snowstorm, a scream rises near you. From the shadows of the storm a Wendigo approaches you, ready to devour you or worse. A shadow rises from the sky, however, and a second later the Wendigo disappears under an immense foot. Looking up in amazement you notice this titanic bluish woman who seems to have appeared out of nowhere and smiling at you.

Any (usually any-non Lawful) Huge humanoid (cold, extraplanar, giant)

Init +11; Senses darkvision 180 ft., low-light vision, scent, snow vision, true seeing; Perception +35; Aura cloak of chaos (DC 31), cold (4d6 cold, 85 ft., DC 33)

AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)

hp 516 (24d10+384 hp) regeneration 20 (fire)

Fort +39, Ref +19, Will +29

Defensive Abilities freedom of movement, rock catching; DR 20/epic and lawful; Immune cold; Resistance fire 20; SR 39

Weakness vulnerability to fire;

Speed 60 ft., climb 30 ft.

Melee +5 frost club +47/+42/+37/+32 (2d6+29 plus 1d6 cold) or 2 slam +42 (3d6+16)

Ranged rock +30 (6d6+24)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 cold damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)

Spell-like Abilities (CL 20th, concentration +33)

Constant—cloak of chaos, freedom of movement, true seeing

At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)

3/day—polar ray, wish (replicate spell with cold descriptor only)

1/day—polar midnight (DC 32), wish

Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29

Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)

Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike

Epic Feats Improved Power Attack (-1;+3)

Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +44, Survival +38, Use Magic Device +37

Languages Aquan, Auran, Common, Dwarf, Elf, Giant, Old Norse

SQ change size, ice walking, jotun traits, mythic

Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)

Gears +5 frost club

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​
Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).

Icewalking (Ex)
A Niflheim jotun ignores all difficult terrain and movement penalties from snow and ice. A jotun can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
  • d10 Hit Dice.​
  • Base attack bonus equal to total Hit Dice (fast progression).​
  • Two good saving throws, Fortitude and Will.​
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.​
  • Darkvision 180 feet.​
  • Charisma modifier as a deflection bonus to AC.​
  • Jotnar are quasi-deity, and have a divine rank of 4.​
  • Jotnar cannot die of old age.​
  • Change Size (see above).​
  • Mythic (see below).​

Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Snow Vision (Ex)
A Niflheim jotun see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.



Jotnar Múspellsheimr (Múspellsmegir) CR 24

As you explore Múspellsheimr, an immense man emerges from a river of lava next to you. His hair seems to be glowing, his eyes burn with an internal fire and the air is ablaze around him. His gaze falls on you, and drawing his sword, he orders you to throw down your weapons and surrender.

Any (usually any Lawful) Huge humanoid (extraplanar, fire, giant)

Init +11; Senses darkvision 180 ft., fire vision, low-light vision, scent, true seeing; Perception +35; Aura fire (4d6 cold, 85 ft., DC 33), shield of law (DC 31)

AC 42, touch 24, flat-footed 39 (+8 armor, +9 deflection, +3 Dex, +4 divine, +10 Natural, -2 size)

hp 516 (24d10+384 hp) regeneration 20 (cold)

Fort +39, Ref +19, Will +29

Defensive Abilities fortification 75% (from the armor), freedom of movement, rock catching; DR 20/chaotic and epic; Immune fire; Resistance cold 20; SR 39

Weakness vulnerability to cold;

Speed 60 ft., climb 30 ft., swim 40 ft. (only in lava and magma)

Melee +5 flaming greatsword +47/+42/+37/+32 (4d6+29/19-20 plus 1d6 fire) or 2 slam +42 (3d6+16)

Ranged rock +30 (6d6+24 plus 4d6 fire)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 fire damage, 1d4 rounds), heated rock, Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)

Spell-like Abilities (CL 20th, concentration +33)

Constant—freedom of movement, shield of law, true seeing

At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)

3/day—wall of lava, wish (replicate spell with fire descriptor only)

1/day—meteor swarm (DC 32), wish

Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29

Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)

Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike

Epic Feats Improved Power Attack (-1;+3)

Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +55, Survival +38, Use Magic Device +37

Languages Common, Dwarf, Elf, Giant, Ignan, Infernal, Old Norse

SQ change size, jotun traits, lava affinity, mythic, warrior

Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)

Gears +5 flaming greatsword, +2 lamellar (steel) of heavy fortification

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​
Lave Vision (Ex)
A Múspellsheimr jotun can see perfectly in smoky conditions (such as those created by pyrotechnics) and through fire, lava or magma (even those generated by a wall of fire or wall of magma spells).

Heated Rock (Su)
Múspellsheimr jotnar transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 4d6 points of additional fire damage on a hit.

Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).

Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
  • d10 Hit Dice.​
  • Base attack bonus equal to total Hit Dice (fast progression).​
  • Two good saving throws, Fortitude and Will.​
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.​
  • Darkvision 180 feet.​
  • Charisma modifier as a deflection bonus to AC.​
  • Jotnar are quasi-deity, and have a divine rank of 4.​
  • Jotnar cannot die of old age.​
  • Change Size (see above).​
  • Mythic (see below).​

Lava Affinity (Ex)
A Múspellsheimr jotun can breathe and swim while submerged in lava and magma. A Múspellsheimr jotun can swim in lava and magma as if it has swim speed 40 ft. A Múspellsheimr jotun can move through a wall of lava spell without the need to make the Strength check or spend any additional actions: the jotun merely pass through as if it was not there.

Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Warrior (Ex)
A Múspellsheimr jotun never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor.


Jotnar Jötunheimr CR 24

In front of you, at another table in the inn, there is what looks like a normal human girl sitting with an ax beside her. A drunken man approaches and begins to bother her and before you can even get up to stop him, the enraged girl grabs her ax and, with a scream, grows so big that she breaks through the roof of the inn.

Any Neutral or Chaotic Huge humanoid (earth, extraplanar, giant)

Init +11; Senses darkvision 180 ft., low-light vision, scent, see through stone, tremorsense 180 ft., true seeing; Perception +35; Aura cloak of chaos (DC 31)

AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)

hp 516 (24d10+384 hp plus 150 force field [3 points per round]) regeneration 20 (epic)

Fort +39, Ref +19, Will +29

Defensive Abilities freedom of movement, rock catching; DR 20/adamantine and epic; Immune acid; Resistance cold 30, electricity 30, fire 30, sonic 30; SR 39

Speed 60 ft., burrow 200 ft., climb 30 ft.

Melee +5 greataxe +47/+42/+37/+32 (4d6+29/x3) or 2 slam +42 (3d6+16)

Ranged rock +30 (6d6+24)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 bludgeoning damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.), stone calling, trample (3d6+24, DC 42)

Spell-like Abilities (CL 20th, concentration +33)

Constant—cloak of chaos, freedom of movement, true seeing

At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, transmute mud to rock, transmute rock to mud, veil (DC 29)

3/day—earthquake, wish (replicate spell with earth descriptor only)

1/day—elemental swarm (earth elementals only), wish

Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29

Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)

Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike

Epic Feats Improved Power Attack (-1;+3)

Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (dungeoneering) +34, Knowledge (engineering) +34, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Survival +38

Languages Common, Dwarf, Elf, Giant, Old Norse, Terran, Undercommon

SQ change size, great digger, jotun traits, mythic, stone fusion, stone shaping

Divine Abilities Hidden Illusion, Force Field x3

Gears +5 greataxe

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​

Great Digger (Ex)
A Jötunheimr jotun can burrow through any terrain with hardness less then 9 and can breathe while buried in earth.

Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless heightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).

Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
  • d10 Hit Dice.​
  • Base attack bonus equal to total Hit Dice (fast progression).​
  • Two good saving throws, Fortitude and Will.​
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.​
  • Darkvision 180 feet.​
  • Charisma modifier as a deflection bonus to AC.​
  • Jotnar are quasi-deity, and have a divine rank of 4.​
  • Jotnar cannot die of old age.​
  • Change Size (see above).​
  • Mythic (see below).​

Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

See Through Stone (Ex)
A Jötunheimr jotun see through earth and solid rock as if it were transparent glass up to its maximum range of vision.

Stone Calling (Su)
A Jötunheimr jotun can cause any rock within 1,000 feet to fly at a foe simply by calling to it. The rock must be unattended and of a size that the jotun could normally lift and throw. Resolve the attack as though the jotun was standing where the rock is and throwing it at the foe, adding the jotun’s 1-1/2 Strength bonus to damage as normal. The jotun can even use this ability to hurl rocks at creatures it cannot see, including foes that have total cover from its position. However, it must guess where such foes are, and even if it guesses correctly, it has a 50% miss chance.

Stone Fusion (Su)
A Jötunheimr jotun can can meld its body and possessions into a stone as a move action. The stone must be large enough to accommodate its body in all three dimensions. While in the stone, the jotun remain in contact, however tenuous, with the face of the stone through which it melded. The jotun remain aware of the passage of time and can cast spells while hiding in the stone. The jotun can exit the rock as a move action. Minor physical damage to the stone does not harm the jotun, but its partial destruction (to the extent that it no longer fit within it) expels him and deals him 5d6 points of damage. The stone’s complete destruction expels him and deals him 10d6 points of damage. The following spells harm the jotun if cast upon the stone that he is occupying.
  • Stone to flesh expels the jotun and deals him 5d6 points of damage.​
  • Stone shape deals 3d6 points of damage but does not expel the jotun.​
  • Transmute rock to mud expels the jotun and then deals 5d6 points of damage.​
  • Finally, passwall expels the jotun without damage.​

Stone Shaping (Su)
A Jötunheimr jotun can manipulate any rock (or ground) within 10 ft. from him, up to a maximum of 10 cu. ft./HD (240 cu. ft. for a typical jotun) as a swift action. It can give any shape it wants to the rock, including objects, tunnels, parts of structures (doors, lintels) and even moving mechanical parts such as machinery.
 
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Good evening gentlemen, I present to you the Jotun of the Norse myth. I built them with the PF1 system, using my homebrew rule that divine rank give an equivalent mythic rank. They were created using frost giants, fire giants, and rock giants as the base creatures + with abilities derived from the Jotunblood Giant template (Jotunblood Giant (CR +4)[3pp] – d20PFSRD) for these respective giants. I don't give them maximum hit points per die, movement speed augmenteds, divine immunities, divine aura, 1/4 HD as natural armor (I give them a natural armor value to make a total AC suitable for the CR I wanted to get), portfolio, godly realms, grants spell, immortality, SR 10+HD+divine bonus (I give them 11+CR+divive bonus) or d20 as HD of the Quasi Deity template.

Jotnar Niflheim (Hrímþursar) CR 24

As you advance through the snowstorm, a scream rises near you. From the shadows of the storm a Wendigo approaches you, ready to devour you or worse. A shadow rises from the sky, however, and a second later the Wendigo disappears under an immense foot. Looking up in amazement you notice this titanic bluish woman who seems to have appeared out of nowhere and smiling at you.

Any (usually any-non Lawful) Huge humanoid (cold, extraplanar, giant)

Init +11; Senses darkvision 180 ft., low-light vision, scent, snow vision, true seeing; Perception +35; Aura cloak of chaos (DC 31), cold (4d6 cold, 85 ft., DC 33)

AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)

hp 516 (24d10+384 hp) regeneration 20 (fire)

Fort +39, Ref +19, Will +29

Defensive Abilities freedom of movement, rock catching; DR 20/epic and lawful; Immune cold; Resistance fire 20; SR 39

Weakness vulnerability to fire;

Speed 60 ft., climb 30 ft.

Melee +5 frost club +47/+42/+37/+32 (2d6+29 plus 1d6 cold) or 2 slam +42 (3d6+16)

Ranged rock +30 (6d6+24)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 cold damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)

Spell-like Abilities (CL 20th, concentration +33)

Constant—cloak of chaos, freedom of movement, true seeing

At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)

3/day—polar ray, wish (replicate spell with cold descriptor only)

1/day—polar midnight (DC 32), wish

Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29

Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)

Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike

Epic Feats Improved Power Attack (-1;+3)

Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +44, Survival +38, Use Magic Device +37

Languages Aquan, Auran, Common, Dwarf, Elf, Giant, Old Norse

SQ change size, ice walking, jotun traits, mythic

Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)

Gears +5 frost club

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​
Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless hightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).

Icewalking (Ex)
A Niflheim jotun ignores all difficult terrain and movement penalties from snow and ice. A jotun can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
  • d10 Hit Dice.​
  • Base attack bonus equal to total Hit Dice (fast progression).​
  • Two good saving throws, Fortitude and Will.​
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.​
  • Darkvision 180 feet.​
  • Charisma modifier as a deflection bonus to AC.​
  • Jotnar are quasi-deity, and have a divine rank of 4.​
  • Jotnar cannot die of old age.​
  • Change Size (see above).​
  • Mythic (see below).​

Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Snow Vision (Ex)
A Niflheim jotun see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions.



Jotnar Múspellsheimr (Múspellsmegir) CR 24

As you explore Múspellsheimr, an immense man emerges from a river of lava next to you. His hair seems to be glowing, his eyes burn with an internal fire and the air is ablaze around him. His gaze falls on you, and drawing his sword, he orders you to throw down your weapons and surrender.

Any (usually any Lawful) Huge humanoid (extraplanar, fire, giant)

Init +11; Senses darkvision 180 ft., fire vision, low-light vision, scent, true seeing; Perception +35; Aura fire (4d6 cold, 85 ft., DC 33), shield of law (DC 31)

AC 42, touch 24, flat-footed 39 (+8 armor, +9 deflection, +3 Dex, +4 divine, +10 Natural, -2 size)

hp 516 (24d10+384 hp) regeneration 20 (cold)

Fort +39, Ref +19, Will +29

Defensive Abilities fortification 75% (from the armor), freedom of movement, rock catching; DR 20/chaotic and epic; Immune fire; Resistance cold 20; SR 39

Weakness vulnerability to cold;

Speed 60 ft., climb 30 ft., swim 40 ft. (only in lava and magma)

Melee +5 flaming greatsword +47/+42/+37/+32 (4d6+29/19-20 plus 1d6 fire) or 2 slam +42 (3d6+16)

Ranged rock +30 (6d6+24 plus 4d6 fire)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 fire damage, 1d4 rounds), heated rock, Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.)

Spell-like Abilities (CL 20th, concentration +33)

Constant—freedom of movement, shield of law, true seeing

At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, veil (DC 29)

3/day—wall of lava, wish (replicate spell with fire descriptor only)

1/day—meteor swarm (DC 32), wish

Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29

Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)

Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike

Epic Feats Improved Power Attack (-1;+3)

Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Swim +55, Survival +38, Use Magic Device +37

Languages Common, Dwarf, Elf, Giant, Ignan, Infernal, Old Norse

SQ change size, jotun traits, lava affinity, mythic, warrior

Divine Abilities Hidden Illusion, Superior Cold Effect (Aura)

Gears +5 flaming greatsword, +2 lamellar (steel) of heavy fortification

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​
Lave Vision (Ex)
A Múspellsheimr jotun can see perfectly in smoky conditions (such as those created by pyrotechnics) and through fire, lava or magma (even those generated by a wall of fire or wall of magma spells).

Heated Rock (Su)
Múspellsheimr jotnar transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 4d6 points of additional fire damage on a hit.

Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless hightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).

Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
  • d10 Hit Dice.​
  • Base attack bonus equal to total Hit Dice (fast progression).​
  • Two good saving throws, Fortitude and Will.​
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.​
  • Darkvision 180 feet.​
  • Charisma modifier as a deflection bonus to AC.​
  • Jotnar are quasi-deity, and have a divine rank of 4.​
  • Jotnar cannot die of old age.​
  • Change Size (see above).​
  • Mythic (see below).​

Lava Affinity (Ex)
A Múspellsheimr jotun can breathe and swim while submerged in lava and magma. A Múspellsheimr jotun can swim in lava and magma as if it has swim speed 40 ft. A Múspellsheimr jotun can move through a wall of lava spell without the need to make the Strength check or spend any additional actions: the jotun merely pass through as if it was not there.

Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Warrior (Ex)
A Múspellsheimr jotun never suffer armor check penalty, never has a maximum Dex bonus from an armor or shield and never suffer a reduced speed from an armor.


Jotnar Jötunheimr CR 24

In front of you, at another table in the inn, there is what looks like a normal human girl sitting with an ax beside her. A drunken man approaches and begins to bother her and before you can even get up to stop him, the enraged girl grabs her ax and, with a scream, grows so big that she breaks through the roof of the inn.

Any Neutral or Chaotic Huge humanoid (earth, extraplanar, giant)

Init +11; Senses darkvision 180 ft., low-light vision, scent, see through stone, tremorsense 180 ft., true seeing; Perception +35; Aura cloak of chaos (DC 31)

AC 42, touch 24, flat-footed 39 (+9 deflection, +3 Dex, +4 divine, +18 Natural, -2 size)

hp 516 (24d10+384 hp plus 150 force field [3 points per round]) regeneration 20 (epic)

Fort +39, Ref +19, Will +29

Defensive Abilities freedom of movement, rock catching; DR 20/adamantine and epic; Immune acid; Resistance cold 30, electricity 30, fire 30, sonic 30; SR 39

Speed 60 ft., burrow 200 ft., climb 30 ft.

Melee +5 greataxe +47/+42/+37/+32 (4d6+29/x3) or 2 slam +42 (3d6+16)

Ranged rock +30 (6d6+24)

Space 15 ft.; Reach 15 ft.

Special Attacks breath weapon (60-ft. Cone, DC 42, 20d12 bludgeoning damage, 1d4 rounds), Mythic Power (4/day, Surge +1d8), rock throwing (200 ft.), stone calling, trample (3d6+24, DC 42)

Spell-like Abilities (CL 20th, concentration +33)

Constant—cloak of chaos, freedom of movement, true seeing

At Will—displacement, dream, fool’s teleport (DC 27), greater false vision (DC 30), greater illusion of treachery (DC 29), greater invisibility, greater shadow enchantment (DC 29), greater shadow evocation (DC 31), greater shadow trasmutation (DC 32), impossible angles (DC 28), invisibility, invisibility sphere, major phantom object (DC 28), mirage arcane (DC 28), mirror image, mislead (DC 29), permanent image (DC 29), phantasmal web (DC 28), programmed image (DC 29), project image (DC 30), scintillating patern (DC 31), shades (DC 32), subjective reality, transmute mud to rock, transmute rock to mud, veil (DC 29)

3/day—earthquake, wish (replicate spell with earth descriptor only)

1/day—elemental swarm (earth elementals only), wish

Str 43, Dex 15, Con 43, Int 22, Wis 24, Cha 29

Base Atk +24; CMB +46 (+48 for bull rush and sunder); CMD 68 (70 vs. bull rush and sunder)

Feats Awesome Blow, Catch Off-Guard, Furious Focus, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Sunder, Improved Vital Strike, Intimidate Prowess, Power Attack, Vital Strike

Epic Feats Improved Power Attack (-1;+3)

Skill Bluff +37, Climb +55, Diplomacy +37, Disguise +37, Intimidate +53, Knowledge (dungeoneering) +34, Knowledge (engineering) +34, Knowledge (planes) +34, Knowledge (religion) +34, Perception +35, Sense Motive +35, Survival +38

Languages Common, Dwarf, Elf, Giant, Old Norse, Terran, Undercommon

SQ change size, great digger, jotun traits, mythic, stone fusion, stone shaping

Divine Abilities Hidden Illusion, Force Field x3

Gears +5 greataxe

Change Size (Ex)
A jotun can alter its size between Small and Colossal as a standard action, this is a polymorph effect.
  • Small: -6 Str, +8 Dex, breath weapon (20-ft. Cone), rock throwing (50 ft.)​
  • Medium: -4 Str, +6 Dex, breath weapon (30-ft. Cone), rock throwing (100 ft.)​
  • Large: -2 Str, +4 Dex, breath weapon (40-ft. Cone), rock throwing (150 ft.)​
  • Gargantuan: +2 Str, -2 Dex, breath weapon (80-ft. Cone), rock throwing (300 ft.)​
  • Colossal: +4 Str, -4 Dex, breath weapon (100-ft. Cone), rock throwing (350 ft.)​

Great Digger (Ex)
A Jötunheimr jotun can burrow through any terrain with hardness less then 20 and can breathe while buried in earth.

Hidden Illusion (Su) [Unique Divine Ability]
Illusions created by the immortal are not bypassed by True Seeing or similar effects unless hightened to a level equal to the divine rank of the immortal that create the illusion or 9th, whichever is higher. Finally, any effects that the immortal creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 10% more real for every divine rank of the immortal (to a maximum of 100% real).

Jotun Trait (Ex)
A jotun, despite it is a humanoid, has much of the traits of an outsider:
  • d10 Hit Dice.​
  • Base attack bonus equal to total Hit Dice (fast progression).​
  • Two good saving throws, Fortitude and Will.​
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.​
  • Darkvision 180 feet.​
  • Charisma modifier as a deflection bonus to AC.​
  • Jotnar are quasi-deity, and have a divine rank of 4.​
  • Jotnar cannot die of old age.​
  • Change Size (see above).​
  • Mythic (see below).​

Mythic (Ex)
A jotun has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A jotun can use any of its spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

See Through Stone (Ex)
A Jötunheimr jotun see through earth and solid rock as if it were transparent glass up to its maximum range of vision.

Stone Calling (Su)
A Jötunheimr jotun can cause any rock within 1,000 feet to fly at a foe simply by calling to it. The rock must be unattended and of a size that the jotun could normally lift and throw. Resolve the attack as though the jotun was standing where the rock is and throwing it at the foe, adding the jotun’s 1-1/2 Strength bonus to damage as normal. The jotun can even use this ability to hurl rocks at creatures it cannot see, including foes that have total cover from its position. However, it must guess where such foes are, and even if it guesses correctly, it has a 50% miss chance.

Stone Fusion (Su)
A Jötunheimr jotun can can meld its body and possessions into a stone as a move action. The stone must be large enough to accommodate its body in all three dimensions. While in the stone, the jotun remain in contact, however tenuous, with the face of the stone through which it melded. The jotun remain aware of the passage of time and can cast spells while hiding in the stone. The jotun can exit the rock as a move action. Minor physical damage to the stone does not harm the jotun, but its partial destruction (to the extent that it no longer fit within it) expels him and deals him 5d6 points of damage. The stone’s complete destruction expels him and deals him 10d6 points of damage. The following spells harm the jotun if cast upon the stone that he is occupying.
  • Stone to flesh expels the jotun and deals him 5d6 points of damage.​
  • Stone shape deals 3d6 points of damage but does not expel the jotun.​
  • Transmute rock to mud expels the jotun and then deals 5d6 points of damage.​
  • Finally, passwall expels the jotun without damage.​

Stone Shaping (Su)
A Jötunheimr jotun can manipulate any rock (or ground) within 10 ft. from him, up to a maximum of 10 cu. ft./HD (240 cu. ft. for a typical jotun) as a swift action. It can give any shape it wants to the rock, including objects, tunnels, parts of structures (doors, lintels) and even moving mechanical parts such as machinery.
This is super bad ass! I really like that you merged the Mythic system with IH I do a similar thing in my campaigns with only mortals without any spiritual growth (pseudo divinity see page 17 of the IH Ascension guide) being able to achieve it.

Regarding the creatures themselves, awesome epic level threats. I can't help but feel like they'd be a little stronger than cr 24 tbh though. Their spell like ability list alone makes them around cr 28 minimum. That's a lot of at will spell like abilities gd.

Also, a burrow ability that can go through any material with a hardness less than 20 is pretty insane. I think that needs to be walked back tbh, 20 is harder than steel, harder than mithril. Just seems like a bit much.

That said, super cool. I'm actually going to add these in a campaign at some point.
 

Obly99

Adventurer
This is super bad ass! I really like that you merged the Mythic system with IH I do a similar thing in my campaigns with only mortals without any spiritual growth (pseudo divinity see page 17 of the IH Ascension guide) being able to achieve it.
Glad to know you liked it. Since all demi-deities count as mythic 10 I used a homebrew: a divine rank give an equal value of mythic rank but not vice versa. Quasi deities and below count with a mythic rank equal to their divine rank. Demi deities count with a mythic rank equal to their divine rank except when they are in their divine realm, which then they count as mythic 10. A lesser deity and higher always has mythic rank 10 or equal to its divine rank (whichever is greater), even when it manifests itself outside of its divine realm. For them I had the uses of mythic power scaled as they scale weapon dice (not using EB progression but standard).
Ex: Surtur (Elder One, Divine Rank 24) has Mythic Power (24/day, Surge +8d6) and counts as a 24th-rank Mythic creature. Surtur can use any of his Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.
Regarding the creatures themselves, awesome epic level threats. I can't help but feel like they'd be a little stronger than cr 24 tbh though. Their spell like ability list alone makes them around cr 28 minimum. That's a lot of at will spell like abilities gd.
Uhm, I have to agree with you on that. I gave them an AC and HP equal to those of the Hekatonkheires of PF1 (CR 24) but I was inspired by the Jotun of mythology who are very expert in deceptions and illusions. This sent the CR calculation out the window.
Also, a burrow ability that can go through any material with a hardness less than 20 is pretty insane. I think that needs to be walked back tbh, 20 is harder than steel, harder than mithril. Just seems like a bit much.
Another point on which I agree with you. I wanted to give him an ability to go through the rock but got carried away by the wild building and put 20 without weighing the consequences. I think 9 (between 8 of the stone and 10 of the iron/steel is good for a legendary creature like a Jotun.
That said, super cool. I'm actually going to add these in a campaign at some point.
Glad to know you liked it x2. If you like Norse stuff I have the Draugr template ready too. A CR +6 template (minimum 12), inspired by the real terror of having a draugr in front of you, which only real heroes could face, not that B2 joke (Draugr – d20PFSRD).
 
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Glad to know you liked it. Since all demi-deities count as mythic 10 I used a homebrew: a divine rank give an equal value of mythic rank but not vice versa. Quasi deities and below count with a mythic rank equal to their divine rank. Demi deities count with a mythic rank equal to their divine rank except when they are in their divine realm, which then they count as mythic 10. A lesser deity and higher always has mythic rank 10 or equal to its divine rank (whichever is greater), even when it manifests itself outside of its divine realm. For them I had the uses of mythic power scaled as they scale weapon dice (not using EB progression but standard).
Ex: Surtur (Elder One, Divine Rank 24) has Mythic Power (24/day, Surge +12d6) and counts as a 24th-rank Mythic creature. Surtur can use any of his Alter Reality and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Uhm, I have to agree with you on that. I gave them an AC and HP equal to those of the Hekatonkheires of PF1 (CR 24) but I was inspired by the Jotun of mythology who are very expert in deceptions and illusions. This sent the CR calculation out the window.

Another point on which I agree with you. I wanted to give him an ability to go through the rock but got carried away by the wild building and put 20 without weighing the consequences. I think 9 (between 8 of the stone and 10 of the iron/steel is good for a legendary creature like a Jotun.

Glad to know you liked it x2. If you like Norse stuff I have the Draugr template ready too. A CR +6 template (minimum 12), inspired by the real terror of having a draugr in front of you, which only real heroes could face, not that B2 joke (Draugr – d20PFSRD).
Drop down the Draugr! I'd love to see it
 

Obly99

Adventurer
Drop down the Draugr! I'd love to see it
Here I go!

Draugr

Folklore holds that death by treachery, particularly if it is followed by improper burial rites or no rites at all (or if proper--and usually evil--burial rites are used, in some cultures), can cause a dead person to rise again to walk the night. The exact nature of the walking dead varies by culture; zombies, vampires, ghosts, and other undead creatures are purported to roam the night from New Orleans to London, and beyond. One of the less well known variations on the theme of unquiet corpses hails from Scandinavia, where a strange creature known as the draugr. Legend has it that murder victims, suicides, criminals, the irreligious, and the blasphemous can be expected to rise from death to torment the living. Ending the attacks often requires that a hero should find a way to kill a corpse. A draugr's appearance is similar to life, but its face is twisted by anger and hatred, and holds a grey pallor that makes it difficult to mistake the creature for a living person. Because most draugr are created through violence, it is usual for them to bear the wounds that killed them once they rise to living death. Their clothing and skin is often stained with earth from the burial mounds they prefer to inhabit. Draugr speak any languages they knew in life.


Creating a Draugr
“Draugr” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most draugr were once humanoids. A draugr uses the base creature’s stats and abilities except as noted here.

CR: Same as the base creature +7 or 14, whichever is higher.

Alignment: Any Evil.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Senses: A draugr gains darkvision 120 ft. and snow vision

Snow Vision: A draugr see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions

Speed: Same as the base creature plus burrow speed 30 ft. and earth glide (see below). A draugr may move through any sort of snowy and icy terrain at its normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally. Also, draugr ignore the effects of natural wind on movement while in icy regions, and is immune to the natural weather of the icy regions, regardless any force (even blizzard or tornado), unless it choose to be affected by them.

Earth Glide (Ex)
A burrowing draugr can pass through natural, unworked stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing draugr flings the undead back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 20 Fortitude save (this ignore the normal immunity against Fortitude save and stun of the undead type).

Armor Class: A draugr increase his natural armor by +15.

Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, draugr use their Charisma modifiers to determine bonus hit points (instead of Constitution). A draugr has at least 20 HD, if it has less, it gains the difference as racial undead HD (if a human barbarian 7 become a draugr, it gains 13 undead racial HD).

Defensive Abilities: A draugr gains channel resistance +12, fast healing 20, DR 15/epic, immunity to cold, and resistance to all elements 20 (in addition to those granted by its undead traits). The draugr has spell resistance 15 + the base creature HD. The draugr also gains the following defensive abilities.

Bane of Mortal (Ex)
A draugr is immune to the physical damage of non magic object. A manufated or natural weapon need at least +1 enhancement bonus to inflict damage to a draugr (ex: a mundane sword or a landslide do not inflict damage to a draugr). A spell that inflict direct physical damage (like Conjure Deadfall) inflict damage as normal to a draugr, provided that overcome its spell resistance and damage reduction. Any damage that overcome DR/magic (like the unarmed strike of a monk of 4th level or a smite evil of a paladin) inflict damage as normal to a draugr, provided that overcome its damage reduction.

Nordic Endurance (Ex)
If damage reduces a draugr to 0 or lower hit points, it has a certain percentage of not being destroyed, unless the damage is fire or positive energy. Roll 1d% every time is reduced to 0 or lower hit points, on a roll of 51 or higher, the draugr drops to 1 hit point instead.

Rising (Ex)
If a draugr is reduced to 0 hp, it rises back up at half maximum HP in 10 rounds. This is prevented if the draugr is killed with fire. The spells dispel evil, if casted on its body, or holy word when cast within range of its body will also prevent it from rising for a full week. Dropping a draugr to 0 hp while it is surrounded by the soil it was buried in (burying it, killing it deep in its grave, etc) or casting the spell hallow on its bones while in its burial site prevents it from rising permanently until its burial site is disturbed again. If the corpe of the draugr, during the 10 rounds before rising, is burned (it take a number of fire damage equal or greater than the draugr HD [fire resistance apply]), it count as killed with fire and is permanently destroyed.

Weaknesses: A draugr is sickened when exposed to natural bright or normal light. Draugr cannot rise when exposed to the light of the sun but will promptly rise up after sunset if they are able to do so. Also, the draugr lose any immunity to fire it may possess, even if from a subtype.

Melee Attack: A draugr gains a bite and slam attack if the base creature didn’t have one. Damage for the bite and slam depends on the draugr’s size. Its natural weapons also causes energy drain (see below). Its natural weapons are treated as evil and magic weapons for the purpose of overcoming damage reduction. The bite attack also has the grab ability.

Aura: A draugr gains the stench (10 minutes) and unnatural aura universal monster abilities. The DC of stench is 10 + ½ draugr’s HD + draugr’s Cha modifier while the DC of unnatural aura is 25 or 10 + ½ draugr’s HD + draugr’s Cha modifier, whichever is higher. Also, the draugr gains aura of delirium.

Aura of Delirium (Su)
All creatures of the Animal type that remain within one mile of the draugr for more than 24 hours must make a Will save each day, with the save DC increasing by one for each consecutive day the animal remains within one mile of the draugr. Should they fail the save, they become rabid; they attack any other creature that they see with an intense ferocity, granting them a +2 bonus to attack and damage rolls while also giving them a -2 penalty to armor class. This is not the rabies disease and immunity or resistanse to diseases do not protect against aura of delirium. This is a compulsion, insanity, mind-affecting effect and the save DC is Charisma-based.

Special Attacks: A draugr gains several special attacks. Save DCs are equal to 10 + 1/2 draugr’s HD + draugr’s Cha modifier unless otherwise noted.

Absorb Essence (Su)
The draugr heals damage equal to the damage it causes with its bite attack. It cannot heal damage above its maximum hit points total.

Animal Slaying Aura (Su)
All creatures with the Animal type with 1 or less HD that come within 120 ft. of a draugr immediately start taking a number of points of damage per round equal to its Charisma modifier (minimum 1). A Will save negate the damage, but must repeated every round.

Baleful Gaze (Su)
A draugr's gaze carries the taint of ill fortune for those who meet it. Creatures within 30 feet of a draugr must make a successful Will save or be subject to a bestow curse effect (caster level 12th). The possible range of effects extends to the following:
  • -6 decrease to an ability score (minimum 1)
  • -4 penalty on attack rolls, saves, ability checks, and skill checks
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
  • If the creature die while under this curse, he rise as a draugr the next night.
This is a gaze attack; each opponent in range must attempt a saving throw each round at the beginning of his turn, and may avert his eyes or close his eyes entirely to reduce or avoid the need for a saving throw, as normal. A draugr can actively gaze as a standard action by choosing a target in range, essentially forcing him to make two saving throw in a single round. The effects of multiple curses stack but not with themself (a victim can have -6 to Strength, Constitution and Wisdom, the -4 penalty on attack rolls, saves, ability checks, and skill checks and the 50% chance to act normally each turn, but cannot have have two times the -6 penalty applied to Strength).

Blood Drain (Ex)
The draugr drains blood at the end of its turn if it grapples a foe, inflicting 2 Constitution damage.

Energy Drain (Su)
A creature hit by a draugr’s natural weapon gains two negative levels. This ability only triggers once per round against every foe, regardless of the number of attacks a draugr makes.

Growth (Su)
Three times per day, a draug can increase by one size as a move action, this work as an enlarge person spell that works even on non-humanoids. This effect lasts as long as the draugr is engaged in combat and ends when it believes there is nothing left for it to kill.

Spellcasting: A draugr has several spell-like ability. The caster level for these spell-like ability is 14 or the HD of the base creature, whichever is higher.
At willaugury, beast shape III, contagion, deeper darkness, dream, ice storm, nightmare, ray of cold, true strike
3/daygreater bestow curse, greater contagion, greater dispel magic, icy body, icy prison
1/daycontrol weather (as a druid), epidemic, foresight (self only), plague storm, polar ray
1/monthgreater epidemic*, polar midnight

°like epidemic, but like greater contagion the victim (primary and secondary) cannot overcome the disease without magic and increasing the DC for remove the disease with magic by +5; this is a 9th level spell

Ability Scores: Str +14, Dex +6, Int +4, Wis +4, Cha +8. As an undead creature, a draugr has no Constitution score.

Skills: Draugr gain a +8 racial bonus on Intimidate, Perception, Sense Motive, Stealth, Survival, and Swim checks.

Feats: Draugr gain Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.

Tactics
Draugr rise in response to someone disturbing their burial sites, usually grave robbers or religious cultists who seriously picked the wrong grave. Draugr will often start an encounter by growing in size and trying to intimidate their foes in one turn. They will damage them with a flurry of attacks (usually accompanied by the spell True Strike or Ray of Frost). They will bite and grapple any bleeding foe the first chance they get, as they delight in devouring their victims (sometimes whole if they can). They also enjoy crushing their foes, so they will try to slam on any opponent who is prone, paralyzed or knocked down. It is unheard of to see a druagr outside in the sunlight. They will stay in their burial sites all day and only venture out at night to extract vengeance.
 

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Here I go!

Draugr

Folklore holds that death by treachery, particularly if it is followed by improper burial rites or no rites at all (or if proper--and usually evil--burial rites are used, in some cultures), can cause a dead person to rise again to walk the night. The exact nature of the walking dead varies by culture; zombies, vampires, ghosts, and other undead creatures are purported to roam the night from New Orleans to London, and beyond. One of the less well known variations on the theme of unquiet corpses hails from Scandinavia, where a strange creature known as the draugr. Legend has it that murder victims, suicides, criminals, the irreligious, and the blasphemous can be expected to rise from death to torment the living. Ending the attacks often requires that a hero should find a way to kill a corpse. A draugr's appearance is similar to life, but its face is twisted by anger and hatred, and holds a grey pallor that makes it difficult to mistake the creature for a living person. Because most draugr are created through violence, it is usual for them to bear the wounds that killed them once they rise to living death. Their clothing and skin is often stained with earth from the burial mounds they prefer to inhabit. Draugr speak any languages they knew in life.


Creating a Draugr
“Draugr” is an acquired template that can be added to any living creature (referred to hereafter as the base creature). Most draugr were once humanoids. A draugr uses the base creature’s stats and abilities except as noted here.

CR: Same as the base creature +6 or 12, whichever is higher.

Alignment: Any Evil.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Senses: A draugr gains darkvision 120 ft. and snow vision

Snow Vision: A draugr see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions

Speed: Same as the base creature. A draugr may move through any sort of snowy and icy terrain at its normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect him normally. Also, draugr ignore the effects of natural wind on movement while in icy regions, and is immune to the natural weather of the icy regions, regardless any force (even blizzard or tornado), unless it choose to be affected by them.

Armor Class: A draugr increase his natural armor by +15.

Hit Dice: Change all of the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, draugr use their Charisma modifiers to determine bonus hit points (instead of Constitution). A draugr has at least 20 HD, if it has less, it gains the difference as racial undead HD (if a human barbarian 7 become a draugr, it gains 13 undead racial HD).

Defensive Abilities: A draugr gains channel resistance +12, fast healing 20, DR 15/epic, immunity to cold, and resistance to all elements 20 (in addition to those granted by its undead traits). The draugr has spell resistance 15 + the base creature HD. The draugr also gains the following defensive abilities.

Bane of Mortal (Ex)
A draugr is immune to the physical damage of non magic object. A manufated or natural weapon need at least +1 enhancement bonus to inflict damage to a draugr (ex: a mundane sword or a landslide do not inflict damage to a draugr). A spell that inflict direct physical damage (like Conjure Deadfall) inflict damage as normal to a draugr, provided that overcome its spell resistance and damage reduction.

Nordic Endurance (Ex)
If damage reduces a draugr to 0 or lower hit points, it has a certain percentage of not being destroyed, unless the damage is fire or positive energy. Roll 1d% every time is reduced to 0 or lower hit points, on a roll of 51 or higher, the draugr drops to 1 hit point instead.

Rising (Ex)
If a draugr is reduced to 0 hp, it rises back up at full HP in 10 rounds. This is prevented if the draugr is killed with fire. The spells dispel evil, if casted on its body, or holy word when cast within range of its body will also prevent it from rising for a full week. Dropping a draugr to 0 hp while it is surrounded by the soil it was buried in (burying it, killing it deep in its grave, etc) or casting the spell hallow on its bones while in its burial site prevents it from rising permanently until its burial site is disturbed again.

Weaknesses: A draugr is sickened when exposed to natural bright or normal light. Draugr cannot rise when exposed to the light of the sun but will promptly rise up after sunset if they are able to do so.

Melee Attack: A draugr gains a bite and slam attack if the base creature didn’t have one. Damage for the bite and slam depends on the draugr’s size. Its natural weapons also causes energy drain (see below). Its natural weapons are treated as evil and magic weapons for the purpose of overcoming damage reduction. The bite attack also has the grab ability.

Special Attacks: A draugr gains several special attacks. Save DCs are equal to 10 + 1/2 draugr’s HD + draugr’s Cha modifier unless otherwise noted.

Absorb Essence (Su)
The draugr heals damage equal to the damage it causes with its bite attack. It cannot heal damage above its maximum hit points total.

Baleful Gaze (Su)
A draugr's gaze carries the taint of ill fortune for those who meet it. Creatures within 30 feet of a draugr must make a successful Will save or be subject to a bestow curse effect (caster level 12th). The possible range of effects extends to the following:
  • -6 decrease to an ability score (minimum 1)
  • -4 penalty on attack rolls, saves, ability checks, and skill checks
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
  • If the creature die while under this curse, he rise as a draugr the next night.
This is a gaze attack; each opponent in range must attempt a saving throw each round at the beginning of his turn, and may avert his eyes or close his eyes entirely to reduce or avoid the need for a saving throw, as normal. A draugr can actively gaze as a standard action by choosing a target in range, essentially forcing him to make two saving throw in a single round. The effects of multiple curses stack but not with themself (a victim can have -6 to Strength, Constitution and Wisdom, the -4 penalty on attack rolls, saves, ability checks, and skill checks and the 50% chance to act normally each turn, but cannot have have two times the -6 penalty applied to Strength).

Energy Drain (Su)
A creature hit by a draugr’s natural weapon gains two negative levels. This ability only triggers once per round against every foe, regardless of the number of attacks a draugr makes.

Growth (Su)
Three times per day, a draug can increase by one size as a move action, this work as an enlarge person spell that works even on non-humanoids. This effect lasts as long as the draugr is engaged in combat and ends when it believes there is nothing left for it to kill.

Spellcasting: A draugr has several spell-like ability. The caster level for these spell-like ability is 12 or the HD of the base creature, whichever is higher.
At will—augury, beast shape III, control weather (as druid), deeper darkness, dream, ice storm, nightmare, ray of cold, true strike
3/day—greater bestow curse, greater dispel magic, icy body, icy prison
1/day—polar ray

Ability Scores: Str +14, Dex +6, Int +4, Wis +4, Cha +8. As an undead creature, a draugr has no Constitution score.

Skills: Draugr gain a +8 racial bonus on Intimidate, Perception, Sense Motive, Stealth, Survival, and Swim checks.

Feats: Draugr gain Alertness, Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.

Tactics
Draugr rise in response to someone disturbing their burial sites, usually grave robbers or religious cultists who seriously picked the wrong grave. Draugr will often start an encounter by growing in size and trying to intimidate their foes in one turn. They will damage them with a flurry of attacks (usually accompanied by the spell True Strike or Ray of Frost). They will bite and grapple any bleeding foe the first chance they get, as they delight in devouring their victims (sometimes whole if they can). They also enjoy crushing their foes, so they will try to slam on any opponent who is prone, paralyzed or knocked down. It is unheard of to see a druagr outside in the sunlight. They will stay in their burial sites all day and only venture out at night to extract vengeance.
Dayum! This thing is wicked! Nasty foe for level 20-30s.

I like it man! I think I'm going to use this as the Death Knight template talked about in the IH Ascension guide but never statted out.

So it is resistant to fire but fire is what kills it?
 


Interested in Fenrir, the Nordic Wolf? I builded it as an Entity.
I would be interested. Anything associated with Norse mythology is always good in my book. Fenrir was a nasty piece of work for a wolf.

Actually, any mythology is good in my book, but Norse and anything that's ancient tend to be favorites of mine. Babylonian mythology is a fun one. Sumerian too.

Anansi, The African Spider/Trickster god would be interesting too, but I'm not even sure how I'd start that critter and do it justice. You don't see much African mythology in D&D.

Nyambe was a good setting. Not sure how many people are familiar with it. Bought the books back when they first came out.

Anyway, I'm rambling. lol
 


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