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!!Grimnir Crab
->'''Challenge Rating:''' 6
->'''Alignment:''' Unaligned
----
* GiantEnemyCrab: Some varieties of crab can grow to extraordinary size, with fierce temperaments.



* CombatTentacle: The hafgufa can use its tentacles and mouths to restrain and eat surface dwellers.

to:

* CombatTentacle: CombatTentacles: The hafgufa can use its tentacles and mouths to restrain and eat surface dwellers.



!!Young Serpent
->'''Challenge Rating:''' 3 (spawn), 8 (young)

to:

!!Young Serpent
!!Serpent
->'''Challenge Rating:''' 3 (spawn), 8 (young)(young), 12 (adult), 13 (caravan)


Added DiffLines:

* ChariotPulledByCats: The merfolk, as worshipers of Ormur, occasionally are blessed with a serpent bonding with a community. These serpents allow themselves to be covered in vine-bound ropes, carrying small homes and goods through the Serpent Sea.

Added: 5554

Changed: 25439

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!Creatures
[[folder:Playable Races]]
!!Beastborn

to:

!Creatures
[[folder:Playable Races]]
!!Beastborn
!Characters
[[folder:Devourers]]



* BeastMan: A beastborn strongly resembles the creature it once was, though no matter its original size, it has grown or shrunk to roughly human height, like an animal that has simply decided to walk upright.
* ChildOfTwoWorlds: Though curious about the raiders they admire, beastborn are also deeply attached to their own kind, and the struggle to belong to both groups can be hard.
* UpliftedAnimal: Once an ordinary animal living a content life in the forests, seas, or skies of Grimnir, the beastborn became enamored with raiders, their villages, their ships, and gradually, day after day, they started to act like them, become them.

!!Grim

to:

* BeastMan: A beastborn strongly resembles the creature it once was, though no matter its original size, it has grown or shrunk to roughly human height, like an animal that has simply decided to walk upright.
* ChildOfTwoWorlds: Though curious about the raiders they admire, beastborn are also deeply attached to their own kind, and the struggle to belong to both groups can be hard.
* UpliftedAnimal: Once an ordinary animal living a content life in the forests, seas, or skies of Grimnir, the beastborn became enamored with raiders, their villages, their ships, and gradually, day after day, they started to act like them, become them.

!!Grim

!!Boða
->'''Challenge Rating:''' 24
->'''Alignment:''' NeutralEvil



* DiscardAndDraw: After each long rest, a grim decides whether you are driven by cruelty or hope. Each drive provides different benefits, and you lose the benefits of the previous drive when you change drives.

!!Tallfolk

to:

* DiscardAndDraw: After each long rest, a grim decides whether you are driven by cruelty or hope. Each drive provides different benefits, TheChessmaster: At any time, Boða has dozens of schemes actively in place, with her witches acting as agents of chaos and you lose disruption across the benefits of world. She keeps the previous drive clans fighting one another and provokes war with the Baendur whenever she needs a suitable distraction.
* TheDragon: Boða has lived for centuries, perhaps longer, serving an indescribable being known simply as Muspell. It is her duty to weaken worlds so that they become vulnerable to its predation. Afterwards, Muspell enters those lands and devours them.
* OffingTheOffspring: It sends Boða into a murderous rage
when you change drives.

!!Tallfolk
those that she has created are not entirely dedicated to her, like her daughter Hel, whom she murdered after Hel abandoned Boða early in Grimnir's history.
* WeHaveReserves: Boða is completely willing to sacrifice the lives of her Ironwood Witch minions, as required. They mean nothing to her.
* WickedCultured: The life Boða lived in the Lost Lands made her fond of certain types of finery, like clothing and jewellery, and she is just as interested in staring at a piece of art as she is destroying it.

!!Fenrir
->'''Challenge Rating:''' 23
->'''Alignment:''' ChaoticNeutral



* GentleGiant: The tallfolk's gentleness belies their great size, but those that anger them always reap consequences.
* NonHumanHumanoidHybrid: When an Ironwood witch in giant form consorts with an actual giant, there is a chance the offspring are tallfolk or grimtrolls instead of normal giants.

!!Tuss

to:

* GentleGiant: The tallfolk's gentleness belies their great size, but those that anger them always reap consequences.
* NonHumanHumanoidHybrid: When an Ironwood witch in giant form consorts with an actual giant, there
CanisMajor: Fenrir is a chance massive wolf-like Yoten, standing over 100 feet tall at his shoulder.
* MakingASplash: Fenrir can cause a burst of water to shoot from his body.
* SealedEvilInACan: Fenrir is a tormented beast trapped within
the offspring are tallfolk or grimtrolls instead of normal giants.

!!Tuss
mountain range known as Turnfjall. The reason this range continues to grow year after year is because this wolf is growing within it.

!!Hel
->'''Challenge Rating:''' 23
->'''Alignment:''' TrueNeutral



* {{Mutants}}: Tuss, who have the blood of the Yoten flowing through them, are always born to human mothers and indistinguishable from other newborn babies. The only difference that becomes apparent as they age is that they are generally stronger, healthier and more successful than their cohorts.

!!Wicker

to:

* {{Mutants}}: Tuss, who AllLovingHero: Hel judges no one and her love and compassion can extend to even the direst of subjects. She feels all should have the blood of the Yoten flowing through them, are always born opportunity to human mothers and indistinguishable from other newborn babies. The only difference that becomes apparent as they age is that they are generally stronger, healthier and more successful than live their cohorts.

!!Wicker
lives in the way they want. The Underworld is a haven from the real world.
* TheMourningAfter: It is said by those who claim to have found the Underworld (and returned to Grimnir to tell the tale) that Hel is consumed by grief, forever mourning her lost love, Thonir.
* TwoFaced: The left side of Hel's face is scarred and emaciated. Her left hand is skeletal as well, her right covered in flesh.

!!Ormur
->'''Challenge Rating:''' 25
->'''Alignment:''' NeutralEvil



* EasilyDetachableRobotParts: During a long rest, a builder wicker can add and remove limbs: two additional legs, a tool arm, a shield arm or a spiked arm.
* PlantPerson: The wicker are unusual constructs made from wood, though they are clearly separate and apart from the natural world.
* WeakToFire: Being made from wood, wicker are vulnerable to fire.

to:

* EasilyDetachableRobotParts: During a BigEater: Ormur is always hungry, and her hunger is expanding as she herself grows ever larger.
* ExtremeOmnivore: Ormur believes it is her right—and the right of her children—to feed on all things that enter the sea.
* MonsterProgenitor: Ormur releases her children into the waters of her home every generation, adding to the dangers of the Serpent Sea.
* WeatherManipulation: Ormur can command the very sky, causing it to pour down an acid rain.

!!Witchking
->'''Challenge Rating:''' 11
->'''Alignment:''' LawfulEvil
----
* AnimatedArmor: Crafted
long rest, a builder wicker can add and remove limbs: two additional legs, a tool arm, a shield arm or a spiked arm.
* PlantPerson: The wicker are unusual constructs made from wood, though they are clearly separate and apart
ago by the Matron from the natural world.
wood and leaves of the eldest ironheart tree, the Witchking's armour ''Bloodbane'' (and the shield grafted onto the right gauntlet) is a hungering beast.
* WeakToFire: Being made AutoRevive: When reduced to zero hit points, the Witchking becomes covered in thick roots erupting from wood, wicker ''Bloodbane'', which grant him immunity to all damage types and heal him by 100 hit points per turn. This ability can only be used once per day. If the Witchking is reduced to 0 hit points again, before this ability is refreshed, they die.
* TheDreaded: Mere mention of the Witchking can make a hardy raider hesitate. An immortal warrior known to shrug off the deadliest of attacks, the Witchking is believed unstoppable.
* LegacyCharacter: It has not been the same person holding the title of Witchking all this time--they
are vulnerable to fire.replaced by Boða as necessary.
* WasOnceAMan: After donning ''Bloodbane'', the Witchking becomes more or less a vessel undertaking Boða's wishes.



[[folder:Creatures of Grimnir]]

!!Everlasting Beast
->'''Alignment:''' NeutralGood

to:

[[folder:Creatures of Grimnir]]

!!Everlasting Beast
->'''Alignment:''' NeutralGood
!Creatures
[[folder:Playable Races]]
!!Beastborn



* ResurrectiveImmortality: When an Everlasting beast is killed, its body slowly regenerates, and it resurrects itself within 24 hours of its death.
-->''In the early years there were many of them, wandering out of the forests and offering themselves to us. Hungry as we were, we slaughtered them. And yet, each morning they arose anew! It was a miracle.''

!!Huldra
->'''Challenge Rating:''' 6
->'''Alignment:''' LawfulEvil

to:

* ResurrectiveImmortality: When an Everlasting beast is killed, BeastMan: A beastborn strongly resembles the creature it once was, though no matter its body slowly regenerates, original size, it has grown or shrunk to roughly human height, like an animal that has simply decided to walk upright.
* ChildOfTwoWorlds: Though curious about the raiders they admire, beastborn are also deeply attached to their own kind,
and it resurrects itself within 24 hours of its death.
-->''In
the early years there were many struggle to belong to both groups can be hard.
* UpliftedAnimal: Once an ordinary animal living a content life in the forests, seas, or skies
of Grimnir, the beastborn became enamored with raiders, their villages, their ships, and gradually, day after day, they started to act like them, wandering out of the forests and offering themselves to us. Hungry as we were, we slaughtered them. And yet, each morning they arose anew! It was a miracle.''

!!Huldra
->'''Challenge Rating:''' 6
->'''Alignment:''' LawfulEvil
become them.

!!Grim



* GreenThumb: A huldra can conjure ironwood roots from the earth to restrain foes.
* LittleBitBeastly: Huldra are almost supernaturally attractive humanoids with beast-like features, such as long tails and cat-like ears.
* ToServeMan: Huldra never hesitate to ambush weaker foes, have a fondness for flesh of any kind and take most any opportunity to consume other creatures.

!!Ice Ripper
->'''Challenge Rating:''' 10
->'''Alignment:''' Unaligned

to:

* GreenThumb: A huldra can conjure ironwood roots from the earth to restrain foes.
* LittleBitBeastly: Huldra are almost supernaturally attractive humanoids with beast-like features, such as
DiscardAndDraw: After each long tails rest, a grim decides whether you are driven by cruelty or hope. Each drive provides different benefits, and cat-like ears.
* ToServeMan: Huldra never hesitate to ambush weaker foes, have a fondness for flesh
you lose the benefits of any kind and take most any opportunity to consume other creatures.

!!Ice Ripper
->'''Challenge Rating:''' 10
->'''Alignment:''' Unaligned
the previous drive when you change drives.

!!Tallfolk



* BarrierWarrior: When caught, an ice ripper can create a wall of ice in front of it, separating it from the attacker.
* StealthyColossus: Despite their size, these massive monstrosities are ambush predators, striking from below and dragging their foe beneath the ice to be eaten.

!!Lindwyrm
->'''Challenge Rating:''' 10
->'''Alignment:''' TrueNeutral

to:

* BarrierWarrior: When caught, an ice ripper can create a wall of ice in front of it, separating it from the attacker.
* StealthyColossus: Despite
GentleGiant: The tallfolk's gentleness belies their great size, these massive monstrosities but those that anger them always reap consequences.
* NonHumanHumanoidHybrid: When an Ironwood witch in giant form consorts with an actual giant, there is a chance the offspring
are ambush predators, striking from below and dragging their foe beneath the ice to be eaten.

!!Lindwyrm
->'''Challenge Rating:''' 10
->'''Alignment:''' TrueNeutral
tallfolk or grimtrolls instead of normal giants.

!!Tuss



* OurDragonsAreDifferent: In the absence of true dragons (the only official ''TabletopGame/DungeonsAndDragons'' 5th Edition dragon that occasionally appears is the white dragon), lindwyrms are the dominant species of dragon in Grimnir. Unlike many other dragons, lindwyrms do not tend to have lairs or acquire treasure. Instead, they live for the hunt and move often.

!!Mountain Bear
->'''Challenge Rating:''' 4
->'''Alignment:''' Unaligned

to:

* OurDragonsAreDifferent: In {{Mutants}}: Tuss, who have the absence blood of true dragons (the only official ''TabletopGame/DungeonsAndDragons'' 5th Edition dragon that occasionally appears is the white dragon), lindwyrms Yoten flowing through them, are the dominant species of dragon in Grimnir. Unlike many always born to human mothers and indistinguishable from other dragons, lindwyrms do not tend to have lairs or acquire treasure. Instead, newborn babies. The only difference that becomes apparent as they live for the hunt age is that they are generally stronger, healthier and move often.

!!Mountain Bear
->'''Challenge Rating:''' 4
->'''Alignment:''' Unaligned
more successful than their cohorts.

!!Wicker



* BearsAreBadNews: A mountain bear stands almost 20 feet tall and is often mistaken for a giant. These bears fear very little, and few raiders have survived encounters with them.

!!Shaggy Aurochs
->'''Challenge Rating:''' 3
->'''Alignment:''' Unaligned

to:

* BearsAreBadNews: A mountain bear stands almost 20 feet tall EasilyDetachableRobotParts: During a long rest, a builder wicker can add and is often mistaken for remove limbs: two additional legs, a giant. These bears fear very little, tool arm, a shield arm or a spiked arm.
* PlantPerson: The wicker are unusual constructs made from wood, though they are clearly separate
and few raiders have survived encounters with them.

!!Shaggy Aurochs
->'''Challenge Rating:''' 3
apart from the natural world.
* WeakToFire: Being made from wood, wicker are vulnerable to fire.
[[/folder]]

[[folder:Creatures of Grimnir]]

!!Everlasting Beast
->'''Alignment:''' UnalignedNeutralGood



* BrutishBulls: Wise raiders know to steer clear of these mercurial beasts, for they are easily triggered to stampede. When this happens, shaggy aurochsen become as chaotic and unstoppable as a landslide.

!!Sleipnir

to:

* BrutishBulls: Wise raiders know ResurrectiveImmortality: When an Everlasting beast is killed, its body slowly regenerates, and it resurrects itself within 24 hours of its death.
-->''In the early years there were many of them, wandering out of the forests and offering themselves
to steer clear of these mercurial beasts, for us. Hungry as we were, we slaughtered them. And yet, each morning they are easily triggered to stampede. When this happens, shaggy aurochsen become as chaotic and unstoppable as arose anew! It was a landslide.

!!Sleipnir
miracle.''

!!Huldra



->'''Alignment:''' NeutralGood

to:

->'''Alignment:''' NeutralGoodLawfulEvil



* OnlyTheChosenMayRide: Sleipnir are near impossible to tame and do not understand why other horses accept domestication. They alone decide whether they will carry others, and even if they accept a rider, the sleipnir are unlike any other riding horse. They will refuse to be mistreated and are likely to leave if this happens.
* VertebrateWithExtraLimbs: Unlike standard horses, sleipnir have eight legs.

!!Tomte
->'''Challenge Rating:''' 3
->'''Alignment:''' Any

to:

* OnlyTheChosenMayRide: Sleipnir GreenThumb: A huldra can conjure ironwood roots from the earth to restrain foes.
* LittleBitBeastly: Huldra
are near impossible to tame almost supernaturally attractive humanoids with beast-like features, such as long tails and do not understand why cat-like ears.
* ToServeMan: Huldra never hesitate to ambush weaker foes, have a fondness for flesh of any kind and take most any opportunity to consume
other horses accept domestication. They alone decide whether they will carry others, and even if they accept a rider, the sleipnir are unlike any other riding horse. They will refuse to be mistreated and are likely to leave if this happens.
* VertebrateWithExtraLimbs: Unlike standard horses, sleipnir have eight legs.

!!Tomte
creatures.

!!Ice Ripper
->'''Challenge Rating:''' 3
10
->'''Alignment:''' AnyUnaligned



* HouseFey: The tomte are small fey that live hidden among mortals. In the evening, they wake and tend to the chores their mortal companions have not completed. They are generally kind, if treated well—homesteaders know to leave out thimbles of mead or baked goods for them. If mistreated or abused, they will pack up, knock over a few chairs, and depart for a more appreciative family.

!!Valkry
->'''Challenge Rating:''' 5
->'''Alignment:''' LawfulNeutral

to:

* HouseFey: The tomte are small fey that live hidden among mortals. In BarrierWarrior: When caught, an ice ripper can create a wall of ice in front of it, separating it from the evening, they wake and tend to the chores attacker.
* StealthyColossus: Despite
their mortal companions have not completed. They size, these massive monstrosities are generally kind, if treated well—homesteaders know to leave out thimbles of mead or baked goods for them. If mistreated or abused, they will pack up, knock over a few chairs, ambush predators, striking from below and depart for a more appreciative family.

!!Valkry
dragging their foe beneath the ice to be eaten.

!!Lindwyrm
->'''Challenge Rating:''' 5
10
->'''Alignment:''' LawfulNeutralTrueNeutral



* NoBodyLeftBehind: When a valkry dies of old age, they simply vanish.
* ShieldBash: A valkry shieldmaiden can throw her shield as a ranged attack. At the end of her turn, the shield teleports back into the shieldmaiden's hand.
* {{Valkyries}}: Thonir's valkry watch for conflict across Grimnir. Those among the dead that are most skilled are taken from the battlefield to Valholl so they might feast at the Halls of the Slain.

!!Woolly Rhinoceros
->'''Challenge Rating:''' 5

to:

* NoBodyLeftBehind: When a valkry dies of old age, they simply vanish.
* ShieldBash: A valkry shieldmaiden can throw her shield as a ranged attack. At
OurDragonsAreDifferent: In the end absence of her turn, true dragons (the only official ''TabletopGame/DungeonsAndDragons'' 5th Edition dragon that occasionally appears is the shield teleports back into white dragon), lindwyrms are the shieldmaiden's hand.
* {{Valkyries}}: Thonir's valkry watch for conflict across
dominant species of dragon in Grimnir. Those among the dead that are most skilled are taken from the battlefield Unlike many other dragons, lindwyrms do not tend to Valholl so have lairs or acquire treasure. Instead, they might feast at live for the Halls of the Slain.

!!Woolly Rhinoceros
hunt and move often.

!!Mountain Bear
->'''Challenge Rating:''' 54



* RhinoRampage: Woolly rhinos are aggressive herbivores that are seldom hunted by raiders since the effort and risk is seldom worth the result.
[[/folder]]

[[folder:Denizens of the Underworld]]

to:

* RhinoRampage: Woolly rhinos are aggressive herbivores that are seldom hunted by BearsAreBadNews: A mountain bear stands almost 20 feet tall and is often mistaken for a giant. These bears fear very little, and few raiders since the effort and risk is seldom worth the result.
[[/folder]]

[[folder:Denizens of the Underworld]]
have survived encounters with them.

!!Shaggy Aurochs
->'''Challenge Rating:''' 3
->'''Alignment:''' Unaligned



* DarkIsNotEvil: Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them.

!!Cursed Knight
->'''Challenge Rating:''' 9
->'''Alignment:''' Any

to:

* DarkIsNotEvil: Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the BrutishBulls: Wise raiders avoid them.

!!Cursed Knight
know to steer clear of these mercurial beasts, for they are easily triggered to stampede. When this happens, shaggy aurochsen become as chaotic and unstoppable as a landslide.

!!Sleipnir
->'''Challenge Rating:''' 9
6
->'''Alignment:''' AnyNeutralGood



* IRejectYourReality: Cursed knights are intelligent but can frame their reality in a way that aligns with their beliefs. While they can set traps and outwit opponents, they ultimately exceed best at deceiving themselves.
* TheUnfettered: Eventually an idea–or compulsion–forms in cursed knights, a twisted version of the duty they held in such high esteem during their lives. They take their ideals to the extreme and become a force of unbending destruction as they seek to make good on their twisted and distorted beliefs.
* WarriorUndead: These undead knights tend to return to the world of the living after a great and tragic conflict. They tend to adhere to the ideals they honoured in life, but the ideals become exaggerated and eventually twisted.

!!Draugr
->'''Challenge Rating:''' 6
->'''Alignment:''' NeutralEvil

to:

* IRejectYourReality: Cursed knights OnlyTheChosenMayRide: Sleipnir are intelligent but can frame their reality in a way that aligns with their beliefs. While near impossible to tame and do not understand why other horses accept domestication. They alone decide whether they can set traps will carry others, and outwit opponents, even if they ultimately exceed best at deceiving themselves.
* TheUnfettered: Eventually an idea–or compulsion–forms in cursed knights,
accept a twisted version of rider, the duty they held in such high esteem during their lives. sleipnir are unlike any other riding horse. They take their ideals will refuse to the extreme be mistreated and become a force of unbending destruction as they seek are likely to make good on their twisted and distorted beliefs.
leave if this happens.
* WarriorUndead: These undead knights tend to return to the world of the living after a great and tragic conflict. They tend to adhere to the ideals they honoured in life, but the ideals become exaggerated and eventually twisted.

!!Draugr
VertebrateWithExtraLimbs: Unlike standard horses, sleipnir have eight legs.

!!Tomte
->'''Challenge Rating:''' 6
3
->'''Alignment:''' NeutralEvilAny



* TheOathBreaker: Most commonly, a draugr is created when a raider makes an oath that they later break. The breaking of the oath causes torment in the draugr, so much so that often they attempt to finish in death what they failed to in life. At other times they seek revenge against those that originally solicited the oath from them.

!!Helhest
->'''Challenge Rating:''' 4
->'''Alignment:''' Any

to:

* TheOathBreaker: Most commonly, a draugr is created when a raider makes an oath HouseFey: The tomte are small fey that live hidden among mortals. In the evening, they later break. The breaking of wake and tend to the oath causes torment in the draugr, so much so that often chores their mortal companions have not completed. They are generally kind, if treated well—homesteaders know to leave out thimbles of mead or baked goods for them. If mistreated or abused, they attempt to finish in death what they failed to in life. At other times they seek revenge against those that originally solicited the oath from them.

!!Helhest
will pack up, knock over a few chairs, and depart for a more appreciative family.

!!Valkry
->'''Challenge Rating:''' 4
5
->'''Alignment:''' AnyLawfulNeutral



* PoisonousPerson: A helhest can breathe out a cloud of poison.
* RaisingTheSteaks: In life, helhests were horses with missing legs. They still behave like horses, staying in herds and readily coming to the defense of one another.

!!Kattakyn
->'''Challenge Rating:''' 4
->'''Alignment:''' Any

to:

* PoisonousPerson: NoBodyLeftBehind: When a valkry dies of old age, they simply vanish.
* ShieldBash:
A helhest valkry shieldmaiden can breathe out throw her shield as a cloud of poison.
* RaisingTheSteaks: In life, helhests were horses with missing legs. They still behave like horses, staying in herds and readily coming to
ranged attack. At the defense end of one another.

!!Kattakyn
her turn, the shield teleports back into the shieldmaiden's hand.
* {{Valkyries}}: Thonir's valkry watch for conflict across Grimnir. Those among the dead that are most skilled are taken from the battlefield to Valholl so they might feast at the Halls of the Slain.

!!Woolly Rhinoceros
->'''Challenge Rating:''' 4
5
->'''Alignment:''' AnyUnaligned



* RaisingTheSteaks: The kattakyn is an undead spirit that has manifested into a form that is vaguely cat-like.

!!Myling
->'''Challenge Rating:''' 9
->'''Alignment:''' NeutralEvil

to:

* RaisingTheSteaks: The kattakyn is an undead spirit RhinoRampage: Woolly rhinos are aggressive herbivores that has manifested into a form that are seldom hunted by raiders since the effort and risk is vaguely cat-like.

!!Myling
->'''Challenge Rating:''' 9
->'''Alignment:''' NeutralEvil
seldom worth the result.
[[/folder]]

[[folder:Denizens of the Underworld]]



* GhostlyGoals: Mylings only fight in self-defence, and if an aggressor ceases attacking, they will respond in kind—they simply want a proper burial. Once it guides its victim to a graveyard, a myling detaches itself and watches, waiting for its victim to grant its final request.
* UndeadChild: Mylings are the phantasmal incarnations of the souls of children.

!!Pyrewight
->'''Challenge Rating:''' 8
->'''Alignment:''' NeutralEvil

to:

* GhostlyGoals: Mylings only fight in self-defence, and if an aggressor ceases attacking, they will respond in kind—they simply want a proper burial. Once it guides its victim to a graveyard, a myling detaches itself and watches, waiting for its victim to grant its final request.
* UndeadChild: Mylings are the phantasmal incarnations
DarkIsNotEvil: Many of the souls undead of children.

!!Pyrewight
Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them.

!!Cursed Knight
->'''Challenge Rating:''' 8
9
->'''Alignment:''' NeutralEvilAny



* AxCrazy: Pyrewights are pure vessels of violence, no matter the nature of the person they were in life. Only by hurting others do they, in some measure, and so very temporarily, diminish their own pain.
* SelfDuplication: In battle, a pyrewight can conjure a fiery shadow-twin of itself called a flameshade, which can only act when given a command from the pyrewight that summoned it.
[[/folder]]

[[folder:Sea Monsters]]
!!Bladed Fish

to:

* AxCrazy: Pyrewights IRejectYourReality: Cursed knights are pure vessels of violence, no matter the nature intelligent but can frame their reality in a way that aligns with their beliefs. While they can set traps and outwit opponents, they ultimately exceed best at deceiving themselves.
* TheUnfettered: Eventually an idea–or compulsion–forms in cursed knights, a twisted version
of the person duty they were held in life. Only by hurting others do they, in some measure, and so very temporarily, diminish such high esteem during their own pain.
* SelfDuplication: In battle, a pyrewight can conjure a fiery shadow-twin of itself called a flameshade, which can only act when given a command from
lives. They take their ideals to the pyrewight that summoned it.
[[/folder]]

[[folder:Sea Monsters]]
!!Bladed Fish
extreme and become a force of unbending destruction as they seek to make good on their twisted and distorted beliefs.
* WarriorUndead: These undead knights tend to return to the world of the living after a great and tragic conflict. They tend to adhere to the ideals they honoured in life, but the ideals become exaggerated and eventually twisted.

!!Draugr



->'''Alignment:''' Unaligned

to:

->'''Alignment:''' UnalignedNeutralEvil



* AbsurdlySharpClaws: These fish are covered with sharp, metal-like scales that inflict considerable damage to prey and anyone foolish enough to get too close to them.

!!Hafgufa
->'''Challenge Rating:''' 20
->'''Alignment:''' NeutralEvil

to:

* AbsurdlySharpClaws: These fish are covered with sharp, metal-like scales TheOathBreaker: Most commonly, a draugr is created when a raider makes an oath that inflict considerable damage they later break. The breaking of the oath causes torment in the draugr, so much so that often they attempt to prey and anyone foolish enough finish in death what they failed to get too close to in life. At other times they seek revenge against those that originally solicited the oath from them.

!!Hafgufa
!!Helhest
->'''Challenge Rating:''' 20
4
->'''Alignment:''' NeutralEvilAny



* CombatTentacle: The hafgufa can use its tentacles and mouths to restrain and eat surface dwellers.
* TooManyMouths: A hafgufa has many mouths running along the entire perimeter of its body.
* TurtleIsland: The hafgufa, a sentient island, is an ambush predator, trying to trick terrestrial creatures into walking on its surface. Some even allow entire communities to inhabit them, selectively feeding only as needed.
* VacuumMouth: The hafgufa can violently suck air into its mouth in an attempt to pull creatures towards it.

!!Lyngbakr
->'''Challenge Rating:''' 12
->'''Alignment:''' NeutralEvil

to:

* CombatTentacle: The hafgufa PoisonousPerson: A helhest can use its tentacles breathe out a cloud of poison.
* RaisingTheSteaks: In life, helhests were horses with missing legs. They still behave like horses, staying in herds
and mouths readily coming to restrain and eat surface dwellers.
* TooManyMouths: A hafgufa has many mouths running along
the entire perimeter defense of its body.
* TurtleIsland: The hafgufa, a sentient island, is an ambush predator, trying to trick terrestrial creatures into walking on its surface. Some even allow entire communities to inhabit them, selectively feeding only as needed.
* VacuumMouth: The hafgufa can violently suck air into its mouth in an attempt to pull creatures towards it.

!!Lyngbakr
one another.

!!Kattakyn
->'''Challenge Rating:''' 12
4
->'''Alignment:''' NeutralEvilAny



* MonsterWhale: The lyngbakr is a voracious, evil carnivorous whale that consumes vast schools of fish and even the occasional riverwhale. If a lyngbakr is particularly hungry, it might charge a longship fleet, or even risk attacking a pod of riverwhales.
* TurtleIsland: The surface of a lyngbakr resembles a mossy island covered in shrubs. If animals, including raiders, happen to explore its surface, it will dive, hoping to drown the interlopers and consume them at its leisure.

!!Riverwhale
->'''Challenge Rating:''' 8
->'''Alignment:''' Unaligned

to:

* MonsterWhale: RaisingTheSteaks: The lyngbakr kattakyn is a voracious, evil carnivorous whale an undead spirit that consumes vast schools of fish and even the occasional riverwhale. If has manifested into a lyngbakr form that is particularly hungry, it might charge a longship fleet, or even risk attacking a pod of riverwhales.
* TurtleIsland: The surface of a lyngbakr resembles a mossy island covered in shrubs. If animals, including raiders, happen to explore its surface, it will dive, hoping to drown the interlopers and consume them at its leisure.

!!Riverwhale
vaguely cat-like.

!!Myling
->'''Challenge Rating:''' 8
9
->'''Alignment:''' UnalignedNeutralEvil



* MonsterWhale: These sleek predatory whales hunt larger whales and other sea life, including raiders. Though they generally do not target longships, they have been known to bump into them, knocking some of the crew into the water so they might be snatched and dragged underwater.

!!Seerfish
->'''Challenge Rating:''' 4
->'''Alignment:''' Unaligned

to:

* MonsterWhale: These sleek predatory whales hunt larger whales GhostlyGoals: Mylings only fight in self-defence, and other sea life, including raiders. Though if an aggressor ceases attacking, they generally do not target longships, they have been known will respond in kind—they simply want a proper burial. Once it guides its victim to bump into them, knocking some a graveyard, a myling detaches itself and watches, waiting for its victim to grant its final request.
* UndeadChild: Mylings are the phantasmal incarnations
of the crew into the water so they might be snatched and dragged underwater.

!!Seerfish
souls of children.

!!Pyrewight
->'''Challenge Rating:''' 4
8
->'''Alignment:''' UnalignedNeutralEvil



* ChariotPulledByCats: Several of the largest seerfish can be harnessed to tow the floating town of Drifthall. Through magical means the völv guide and direct these seerfish and steer Drifthall across the sea.

!!Young Serpent
->'''Challenge Rating:''' 3 (spawn), 8 (young)
->'''Alignment:''' Any
----
* AcidAttack: Serpent spawn can attack by exhaling a line of acidic gas.
* SeaSerpents: Spawn of Ormur, young serpents are more than capable of destroying smaller vessels on their own and often hunt in small groups, making such encounters all the more fatal.

to:

* ChariotPulledByCats: Several of the largest seerfish can be harnessed to tow the floating town of Drifthall. Through magical means the völv guide and direct these seerfish and steer Drifthall across the sea.

!!Young Serpent
->'''Challenge Rating:''' 3 (spawn), 8 (young)
->'''Alignment:''' Any
----
* AcidAttack: Serpent spawn can attack by exhaling a line of acidic gas.
* SeaSerpents: Spawn of Ormur, young serpents
AxCrazy: Pyrewights are more than capable of destroying smaller pure vessels on of violence, no matter the nature of the person they were in life. Only by hurting others do they, in some measure, and so very temporarily, diminish their own and often hunt in small groups, making such encounters all pain.
* SelfDuplication: In battle, a pyrewight can conjure a fiery shadow-twin of itself called a flameshade, which can only act when given a command from
the more fatal.pyrewight that summoned it.



[[folder:Witches of the Ironwood]]
!!Grimtroll
->'''Challenge Rating:''' 9
->'''Alignment:''' ChaoticEvil

to:

[[folder:Witches of the Ironwood]]
!!Grimtroll
[[folder:Sea Monsters]]
!!Bladed Fish
->'''Challenge Rating:''' 9
6
->'''Alignment:''' ChaoticEvilUnaligned



* HealingFactor: Grimtrolls they will regenerate all injuries not inflicted on them by psychic damage.
* HybridMonster: When an Ironwood witch in giant form consorts with an actual giant, there is a chance the offspring are tallfolk or grimtrolls instead of normal giants.
* TelephonePolearm: A grimtroll usually starts a fight by throwing a tree at the enemy, then tears out another tree and uses it to strike down the strongest looking opponent.

!!Ironheart Tree
->'''Challenge Rating:''' 5

to:

* HealingFactor: Grimtrolls they will regenerate all injuries not inflicted on them by psychic damage.
* HybridMonster: When an Ironwood witch in giant form consorts
AbsurdlySharpClaws: These fish are covered with an actual giant, there is a chance the offspring are tallfolk or grimtrolls instead of normal giants.
* TelephonePolearm: A grimtroll usually starts a fight by throwing a tree at the enemy, then tears out another tree
sharp, metal-like scales that inflict considerable damage to prey and uses it anyone foolish enough to strike down the strongest looking opponent.

!!Ironheart Tree
get too close to them.

!!Hafgufa
->'''Challenge Rating:''' 520



* LifeDrain: When an ironheart tree siphons blood from an enemy, it heals itself for half the damage dealt.
* WhenTreesAttack: Ironheart trees are intelligent and can fight back against lumberjacks. Stand still too long and it'll drag you right under with their roots or it will eat you.

!!Ironwood Witch
->'''Challenge Rating:''' 4

to:

* LifeDrain: When an ironheart tree siphons blood from an enemy, it heals itself for half CombatTentacle: The hafgufa can use its tentacles and mouths to restrain and eat surface dwellers.
* TooManyMouths: A hafgufa has many mouths running along
the damage dealt.
entire perimeter of its body.
* WhenTreesAttack: Ironheart trees are intelligent and TurtleIsland: The hafgufa, a sentient island, is an ambush predator, trying to trick terrestrial creatures into walking on its surface. Some even allow entire communities to inhabit them, selectively feeding only as needed.
* VacuumMouth: The hafgufa
can fight back against lumberjacks. Stand still too long and it'll drag you right under with their roots or it will eat you.

!!Ironwood Witch
violently suck air into its mouth in an attempt to pull creatures towards it.

!!Lyngbakr
->'''Challenge Rating:''' 412



* HorseOfADifferentColor: Other witches may use wolventrolls as mounts when attacking a settlement.
* HumanDisguise: Ironwood witches use their Witch Shape ability to adopt humanoid forms when necessary to infiltrate humanoid settlements—either to permanently take over and masquerade as important [=NPCs=], or to trick victims into trusting them before transforming them into ironthralls.
* SavageWolves: The wolventroll is a form that Ironwood witches wear, resembling a large dire wolf and capable of much greater carnage. When they gather in a war party, entire communities have vanished in the night, torn apart by the fangs and deadly magic.
* SpikeShooter: In brittlebone form, wolventrolls can fling bony fragments that shred flesh.
* TakeOverTheWorld: Witches believe that they are working to wrestle control of Grimnir from all other factions. The world belongs to the witches, not the raiders or the Baendur.
* VoluntaryShapeshifting: In addition to pretending to be other humanoids, witches are also capable of transforming into a variety of powerful forms, depending on the required tasks. Favourites include becoming ropers to ambush enemieis important, and hill giants or frost giants when raw power is most important. They also have a specialised form, the wolventroll.
* WasOnceAMan: All ironwood witches were once human, elf, dwarf, or other.
* WickedWitch: The magic available to the ironwood witches gradually makes their limbs lengthen and narrow, their skin pale, and their hair thin and gray.

!!Witchbeetle Swarm
->'''Challenge Rating:''' 6

to:

* HorseOfADifferentColor: Other witches may use wolventrolls as mounts when MonsterWhale: The lyngbakr is a voracious, evil carnivorous whale that consumes vast schools of fish and even the occasional riverwhale. If a lyngbakr is particularly hungry, it might charge a longship fleet, or even risk attacking a settlement.
pod of riverwhales.
* HumanDisguise: Ironwood witches use their Witch Shape ability TurtleIsland: The surface of a lyngbakr resembles a mossy island covered in shrubs. If animals, including raiders, happen to adopt humanoid forms when necessary explore its surface, it will dive, hoping to infiltrate humanoid settlements—either to permanently take over drown the interlopers and masquerade as important [=NPCs=], or to trick victims into trusting consume them before transforming them into ironthralls.
* SavageWolves: The wolventroll is a form that Ironwood witches wear, resembling a large dire wolf and capable of much greater carnage. When they gather in a war party, entire communities have vanished in the night, torn apart by the fangs and deadly magic.
* SpikeShooter: In brittlebone form, wolventrolls can fling bony fragments that shred flesh.
* TakeOverTheWorld: Witches believe that they are working to wrestle control of Grimnir from all other factions. The world belongs to the witches, not the raiders or the Baendur.
* VoluntaryShapeshifting: In addition to pretending to be other humanoids, witches are also capable of transforming into a variety of powerful forms, depending on the required tasks. Favourites include becoming ropers to ambush enemieis important, and hill giants or frost giants when raw power is most important. They also have a specialised form, the wolventroll.
* WasOnceAMan: All ironwood witches were once human, elf, dwarf, or other.
* WickedWitch: The magic available to the ironwood witches gradually makes their limbs lengthen and narrow, their skin pale, and their hair thin and gray.

!!Witchbeetle Swarm
at its leisure.

!!Riverwhale
->'''Challenge Rating:''' 68



* SeeingThroughAnothersEyes: Any witch may see and hear what a witchbeetle sees and hears, as long as they are on the same plane of existence.

!!Witchgate
->'''Challenge Rating:''' 10
->'''Alignment:''' NeutralEvil

to:

* SeeingThroughAnothersEyes: Any witch may see MonsterWhale: These sleek predatory whales hunt larger whales and hear what a witchbeetle sees and hears, as long as other sea life, including raiders. Though they are on generally do not target longships, they have been known to bump into them, knocking some of the same plane of existence.

!!Witchgate
crew into the water so they might be snatched and dragged underwater.

!!Seerfish
->'''Challenge Rating:''' 10
4
->'''Alignment:''' NeutralEvilUnaligned



* EnergyAbsorption: Whenever the witchgate is subjected to psychic damage, it instead heals itself equal to the damage dealt.
* PortalDoor: A witchgate connects to another witchgate on the same plane of existence, allowing instantaneous travel between two locations (while all six witches remain alive).
* PoweredByAForsakenChild: A witchgate is created from the sacrifice of six powerful ironwood witches and powered by their excess vitality. Nothing can be done to save the witches once they have been transformed in this way. They will persist as a vessel, to be used. Once their life force is extinguished, they die.

to:

* EnergyAbsorption: Whenever ChariotPulledByCats: Several of the witchgate is subjected to psychic damage, it instead heals itself equal to the damage dealt.
* PortalDoor: A witchgate connects to another witchgate on the same plane of existence, allowing instantaneous travel between two locations (while all six witches remain alive).
* PoweredByAForsakenChild: A witchgate is created from the sacrifice of six powerful ironwood witches and powered by their excess vitality. Nothing
largest seerfish can be done harnessed to save tow the witches once they have been transformed in this way. They will persist as floating town of Drifthall. Through magical means the völv guide and direct these seerfish and steer Drifthall across the sea.

!!Young Serpent
->'''Challenge Rating:''' 3 (spawn), 8 (young)
->'''Alignment:''' Any
----
* AcidAttack: Serpent spawn can attack by exhaling
a vessel, to be used. Once line of acidic gas.
* SeaSerpents: Spawn of Ormur, young serpents are more than capable of destroying smaller vessels on
their life force is extinguished, they die.own and often hunt in small groups, making such encounters all the more fatal.



[[folder:Yoten]]

to:

[[folder:Yoten]][[folder:Witches of the Ironwood]]
!!Grimtroll
->'''Challenge Rating:''' 9
->'''Alignment:''' ChaoticEvil



* HybridMonster: The Yoten are capable of breeding with numerous other creatures, which makes it difficult—but not impossible—to ascertain which creatures are true Yoten.
* StrongerWithAge: Yoten grow in power throughout their lifetime. Younger and weaker Yoten follow their more experienced brethren until ready to assert their own strength.
* TakenForGranite: Most Yoten turn to stone when they are slain. These cairns can be found throughout the Lost Lands and occasionally even in Grimnir.

!!Blood Shadow
->'''Challenge Rating:''' 16

to:

* HealingFactor: Grimtrolls they will regenerate all injuries not inflicted on them by psychic damage.
* HybridMonster: The Yoten are capable of breeding When an Ironwood witch in giant form consorts with numerous other creatures, which makes it difficult—but not impossible—to ascertain which creatures an actual giant, there is a chance the offspring are true Yoten.
tallfolk or grimtrolls instead of normal giants.
* StrongerWithAge: Yoten grow in power throughout their lifetime. Younger TelephonePolearm: A grimtroll usually starts a fight by throwing a tree at the enemy, then tears out another tree and weaker Yoten follow their more experienced brethren until ready uses it to assert their own strength.
* TakenForGranite: Most Yoten turn to stone when they are slain. These cairns can be found throughout
strike down the Lost Lands and occasionally even in Grimnir.

!!Blood Shadow
strongest looking opponent.

!!Ironheart Tree
->'''Challenge Rating:''' 165



* BloodyMurder: The blood shadow's blood, spilled or spat at enemies, pulses with necrotic energy.
* SavageWolves: Blood shadows are creatures of suffering, born from the torment inflicted upon captive wolves by their Yoten captors. No longer a wolf—or resembling any living creature—they maintain the pack-like instincts of their progenitors, except they identify the Yoten as their pack-mates.
* UndyingLoyalty: Blood shadows do anything other Yoten command them to do, even sacrificing their own lives.

!!Corpse Swallower
->'''Challenge Rating:''' 13

to:

* BloodyMurder: The LifeDrain: When an ironheart tree siphons blood shadow's blood, spilled or spat at enemies, pulses from an enemy, it heals itself for half the damage dealt.
* WhenTreesAttack: Ironheart trees are intelligent and can fight back against lumberjacks. Stand still too long and it'll drag you right under
with necrotic energy.
* SavageWolves: Blood shadows are creatures of suffering, born from the torment inflicted upon captive wolves by
their Yoten captors. No longer a wolf—or resembling any living creature—they maintain the pack-like instincts of their progenitors, except they identify the Yoten as their pack-mates.
* UndyingLoyalty: Blood shadows do anything other Yoten command them to do, even sacrificing their own lives.

!!Corpse Swallower
roots or it will eat you.

!!Ironwood Witch
->'''Challenge Rating:''' 134



* BlowYouAway: When corpse swallowers flap their wings, they create gale-force winds strong enough to shatter smaller ships or run larger ships aground.
* DeathFlight: Corpse swallowers grasp an opponent and fly away with them, dropping them far from help. If the fall does not kill the victim, the corpse swallowers swarm their target, seeking to quickly finish them off.
* FeatheredFiend: These Yoten appear to be massive bird/bat hybrids and in many ways they emulate natural birds, tending to form flocks, and nesting upon sheer cliff faces rising far above oceans and seas. But unlike birds, they delight in attacking and consuming humanoids.

!!Feeder
->'''Challenge Rating:''' 17
->'''Alignment:''' NeutralEvil

to:

* BlowYouAway: When corpse swallowers flap their wings, they create gale-force winds strong enough to shatter smaller ships or run larger ships aground.
* DeathFlight: Corpse swallowers grasp an opponent and fly away with them, dropping them far from help. If the fall does not kill the victim, the corpse swallowers swarm their target, seeking to quickly finish them off.
* FeatheredFiend: These Yoten appear to be massive bird/bat hybrids and in many ways they emulate natural birds, tending to form flocks, and nesting upon sheer cliff faces rising far above oceans and seas. But unlike birds, they delight in
HorseOfADifferentColor: Other witches may use wolventrolls as mounts when attacking a settlement.
* HumanDisguise: Ironwood witches use their Witch Shape ability to adopt humanoid forms when necessary to infiltrate humanoid settlements—either to permanently take over
and consuming humanoids.

!!Feeder
masquerade as important [=NPCs=], or to trick victims into trusting them before transforming them into ironthralls.
* SavageWolves: The wolventroll is a form that Ironwood witches wear, resembling a large dire wolf and capable of much greater carnage. When they gather in a war party, entire communities have vanished in the night, torn apart by the fangs and deadly magic.
* SpikeShooter: In brittlebone form, wolventrolls can fling bony fragments that shred flesh.
* TakeOverTheWorld: Witches believe that they are working to wrestle control of Grimnir from all other factions. The world belongs to the witches, not the raiders or the Baendur.
* VoluntaryShapeshifting: In addition to pretending to be other humanoids, witches are also capable of transforming into a variety of powerful forms, depending on the required tasks. Favourites include becoming ropers to ambush enemieis important, and hill giants or frost giants when raw power is most important. They also have a specialised form, the wolventroll.
* WasOnceAMan: All ironwood witches were once human, elf, dwarf, or other.
* WickedWitch: The magic available to the ironwood witches gradually makes their limbs lengthen and narrow, their skin pale, and their hair thin and gray.

!!Witchbeetle Swarm
->'''Challenge Rating:''' 17
6
->'''Alignment:''' NeutralEvilUnaligned



* FireBreathingWeapon: Payload: Inferno consists of special tubes and ignition modules, which allow a feeder to channel its acid into fiery attacks.
* HungryMenace: Anything feeders consume directly or indirectly helps replenish Muspell, and they are voracious eaters, capable of consuming anything.
* SiegeEngines: Feeders are effective at destroying enemy fortifications, and can be equipped with a powerful siege ballista.

!!Forest Strider
->'''Challenge Rating:''' 4

to:

* FireBreathingWeapon: Payload: Inferno consists of special tubes SeeingThroughAnothersEyes: Any witch may see and ignition modules, which allow hear what a feeder to channel its acid into fiery attacks.
* HungryMenace: Anything feeders consume directly or indirectly helps replenish Muspell,
witchbeetle sees and hears, as long as they are voracious eaters, capable on the same plane of consuming anything.
* SiegeEngines: Feeders are effective at destroying enemy fortifications, and can be equipped with a powerful siege ballista.

!!Forest Strider
existence.

!!Witchgate
->'''Challenge Rating:''' 410



* BeastWithAHumanFace: The forest strider looks as if a madman grafted a human's face onto a giant centipede and then turned the pitiful creature inside out.
* InescapableNet: The forest strider can vomit forth spider-like webbing and fling it at foes to capture them.
* PoisonousPerson: Forest strider venom renders an otherwise healthy raider immobile in seconds.

!!Mus
->'''Challenge Rating:''' 18
->'''Alignment:''' Evil

to:

* BeastWithAHumanFace: The forest strider looks as if a madman grafted a human's face onto a giant centipede EnergyAbsorption: Whenever the witchgate is subjected to psychic damage, it instead heals itself equal to the damage dealt.
* PortalDoor: A witchgate connects to another witchgate on the same plane of existence, allowing instantaneous travel between two locations (while all six witches remain alive).
* PoweredByAForsakenChild: A witchgate is created from the sacrifice of six powerful ironwood witches
and then turned powered by their excess vitality. Nothing can be done to save the pitiful creature inside out.
* InescapableNet: The forest strider can vomit forth spider-like webbing and fling it at foes
witches once they have been transformed in this way. They will persist as a vessel, to capture them.
* PoisonousPerson: Forest strider venom renders an otherwise healthy raider immobile in seconds.

!!Mus
->'''Challenge Rating:''' 18
->'''Alignment:''' Evil
be used. Once their life force is extinguished, they die.
[[/folder]]

[[folder:Yoten]]



* ExtraEyes: The mus have numerous eyes, which grant them many advantages.
* EyeBeams: When the mus focuses all its eyes on a single creature, the target is subject to a massive heatwave.
* MagmaMan: Mus are born from the lava that spreads from wherever Muspell emerges when it arrives in a world. Lava itself flows through the veins of their massive bodies.
* ShockAndAwe: As a reaction to being attacked, a mus can cause crackling energy to erupt from within it.
* WeatherManipulation: The mus can rapidly swing its swords in a circle above itself to create an atmospheric disturbance, grounding flying creatures and igniting flammable objects.

!!Yoten Devotee
->'''Challenge Rating:''' 7 (standard), 14 (advanced)

to:

* ExtraEyes: HybridMonster: The mus have Yoten are capable of breeding with numerous eyes, other creatures, which grant them many advantages.
* EyeBeams: When the mus focuses all its eyes on a single creature, the target is subject to a massive heatwave.
* MagmaMan: Mus are born from the lava that spreads from wherever Muspell emerges when
makes it arrives in a world. Lava itself flows through the veins of their massive bodies.
* ShockAndAwe: As a reaction to being attacked, a mus can cause crackling energy to erupt from within it.
* WeatherManipulation: The mus can rapidly swing its swords in a circle above itself to create an atmospheric disturbance, grounding flying
difficult—but not impossible—to ascertain which creatures are true Yoten.
* StrongerWithAge: Yoten grow in power throughout their lifetime. Younger
and igniting flammable objects.

!!Yoten Devotee
weaker Yoten follow their more experienced brethren until ready to assert their own strength.
* TakenForGranite: Most Yoten turn to stone when they are slain. These cairns can be found throughout the Lost Lands and occasionally even in Grimnir.

!!Blood Shadow
->'''Challenge Rating:''' 7 (standard), 14 (advanced)16


Added DiffLines:

* BloodyMurder: The blood shadow's blood, spilled or spat at enemies, pulses with necrotic energy.
* SavageWolves: Blood shadows are creatures of suffering, born from the torment inflicted upon captive wolves by their Yoten captors. No longer a wolf—or resembling any living creature—they maintain the pack-like instincts of their progenitors, except they identify the Yoten as their pack-mates.
* UndyingLoyalty: Blood shadows do anything other Yoten command them to do, even sacrificing their own lives.

!!Corpse Swallower
->'''Challenge Rating:''' 13
->'''Alignment:''' NeutralEvil
----
* BlowYouAway: When corpse swallowers flap their wings, they create gale-force winds strong enough to shatter smaller ships or run larger ships aground.
* DeathFlight: Corpse swallowers grasp an opponent and fly away with them, dropping them far from help. If the fall does not kill the victim, the corpse swallowers swarm their target, seeking to quickly finish them off.
* FeatheredFiend: These Yoten appear to be massive bird/bat hybrids and in many ways they emulate natural birds, tending to form flocks, and nesting upon sheer cliff faces rising far above oceans and seas. But unlike birds, they delight in attacking and consuming humanoids.

!!Feeder
->'''Challenge Rating:''' 17
->'''Alignment:''' NeutralEvil
----
* FireBreathingWeapon: Payload: Inferno consists of special tubes and ignition modules, which allow a feeder to channel its acid into fiery attacks.
* HungryMenace: Anything feeders consume directly or indirectly helps replenish Muspell, and they are voracious eaters, capable of consuming anything.
* SiegeEngines: Feeders are effective at destroying enemy fortifications, and can be equipped with a powerful siege ballista.

!!Forest Strider
->'''Challenge Rating:''' 4
->'''Alignment:''' NeutralEvil
----
* BeastWithAHumanFace: The forest strider looks as if a madman grafted a human's face onto a giant centipede and then turned the pitiful creature inside out.
* InescapableNet: The forest strider can vomit forth spider-like webbing and fling it at foes to capture them.
* PoisonousPerson: Forest strider venom renders an otherwise healthy raider immobile in seconds.

!!Mus
->'''Challenge Rating:''' 18
->'''Alignment:''' Evil
----
* ExtraEyes: The mus have numerous eyes, which grant them many advantages.
* EyeBeams: When the mus focuses all its eyes on a single creature, the target is subject to a massive heatwave.
* MagmaMan: Mus are born from the lava that spreads from wherever Muspell emerges when it arrives in a world. Lava itself flows through the veins of their massive bodies.
* ShockAndAwe: As a reaction to being attacked, a mus can cause crackling energy to erupt from within it.
* WeatherManipulation: The mus can rapidly swing its swords in a circle above itself to create an atmospheric disturbance, grounding flying creatures and igniting flammable objects.

!!Yoten Devotee
->'''Challenge Rating:''' 7 (standard), 14 (advanced)
->'''Alignment:''' NeutralEvil
----

Added: 18470

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Added DiffLines:

[[foldercontrol]]
!Creatures
[[folder:Playable Races]]
!!Beastborn
----
* BeastMan: A beastborn strongly resembles the creature it once was, though no matter its original size, it has grown or shrunk to roughly human height, like an animal that has simply decided to walk upright.
* ChildOfTwoWorlds: Though curious about the raiders they admire, beastborn are also deeply attached to their own kind, and the struggle to belong to both groups can be hard.
* UpliftedAnimal: Once an ordinary animal living a content life in the forests, seas, or skies of Grimnir, the beastborn became enamored with raiders, their villages, their ships, and gradually, day after day, they started to act like them, become them.

!!Grim
----
* DiscardAndDraw: After each long rest, a grim decides whether you are driven by cruelty or hope. Each drive provides different benefits, and you lose the benefits of the previous drive when you change drives.

!!Tallfolk
----
* GentleGiant: The tallfolk's gentleness belies their great size, but those that anger them always reap consequences.
* NonHumanHumanoidHybrid: When an Ironwood witch in giant form consorts with an actual giant, there is a chance the offspring are tallfolk or grimtrolls instead of normal giants.

!!Tuss
----
* {{Mutants}}: Tuss, who have the blood of the Yoten flowing through them, are always born to human mothers and indistinguishable from other newborn babies. The only difference that becomes apparent as they age is that they are generally stronger, healthier and more successful than their cohorts.

!!Wicker
----
* EasilyDetachableRobotParts: During a long rest, a builder wicker can add and remove limbs: two additional legs, a tool arm, a shield arm or a spiked arm.
* PlantPerson: The wicker are unusual constructs made from wood, though they are clearly separate and apart from the natural world.
* WeakToFire: Being made from wood, wicker are vulnerable to fire.
[[/folder]]

[[folder:Creatures of Grimnir]]

!!Everlasting Beast
->'''Alignment:''' NeutralGood
----
* ResurrectiveImmortality: When an Everlasting beast is killed, its body slowly regenerates, and it resurrects itself within 24 hours of its death.
-->''In the early years there were many of them, wandering out of the forests and offering themselves to us. Hungry as we were, we slaughtered them. And yet, each morning they arose anew! It was a miracle.''

!!Huldra
->'''Challenge Rating:''' 6
->'''Alignment:''' LawfulEvil
----
* GreenThumb: A huldra can conjure ironwood roots from the earth to restrain foes.
* LittleBitBeastly: Huldra are almost supernaturally attractive humanoids with beast-like features, such as long tails and cat-like ears.
* ToServeMan: Huldra never hesitate to ambush weaker foes, have a fondness for flesh of any kind and take most any opportunity to consume other creatures.

!!Ice Ripper
->'''Challenge Rating:''' 10
->'''Alignment:''' Unaligned
----
* BarrierWarrior: When caught, an ice ripper can create a wall of ice in front of it, separating it from the attacker.
* StealthyColossus: Despite their size, these massive monstrosities are ambush predators, striking from below and dragging their foe beneath the ice to be eaten.

!!Lindwyrm
->'''Challenge Rating:''' 10
->'''Alignment:''' TrueNeutral
----
* OurDragonsAreDifferent: In the absence of true dragons (the only official ''TabletopGame/DungeonsAndDragons'' 5th Edition dragon that occasionally appears is the white dragon), lindwyrms are the dominant species of dragon in Grimnir. Unlike many other dragons, lindwyrms do not tend to have lairs or acquire treasure. Instead, they live for the hunt and move often.

!!Mountain Bear
->'''Challenge Rating:''' 4
->'''Alignment:''' Unaligned
----
* BearsAreBadNews: A mountain bear stands almost 20 feet tall and is often mistaken for a giant. These bears fear very little, and few raiders have survived encounters with them.

!!Shaggy Aurochs
->'''Challenge Rating:''' 3
->'''Alignment:''' Unaligned
----
* BrutishBulls: Wise raiders know to steer clear of these mercurial beasts, for they are easily triggered to stampede. When this happens, shaggy aurochsen become as chaotic and unstoppable as a landslide.

!!Sleipnir
->'''Challenge Rating:''' 6
->'''Alignment:''' NeutralGood
----
* OnlyTheChosenMayRide: Sleipnir are near impossible to tame and do not understand why other horses accept domestication. They alone decide whether they will carry others, and even if they accept a rider, the sleipnir are unlike any other riding horse. They will refuse to be mistreated and are likely to leave if this happens.
* VertebrateWithExtraLimbs: Unlike standard horses, sleipnir have eight legs.

!!Tomte
->'''Challenge Rating:''' 3
->'''Alignment:''' Any
----
* HouseFey: The tomte are small fey that live hidden among mortals. In the evening, they wake and tend to the chores their mortal companions have not completed. They are generally kind, if treated well—homesteaders know to leave out thimbles of mead or baked goods for them. If mistreated or abused, they will pack up, knock over a few chairs, and depart for a more appreciative family.

!!Valkry
->'''Challenge Rating:''' 5
->'''Alignment:''' LawfulNeutral
----
* NoBodyLeftBehind: When a valkry dies of old age, they simply vanish.
* ShieldBash: A valkry shieldmaiden can throw her shield as a ranged attack. At the end of her turn, the shield teleports back into the shieldmaiden's hand.
* {{Valkyries}}: Thonir's valkry watch for conflict across Grimnir. Those among the dead that are most skilled are taken from the battlefield to Valholl so they might feast at the Halls of the Slain.

!!Woolly Rhinoceros
->'''Challenge Rating:''' 5
->'''Alignment:''' Unaligned
----
* RhinoRampage: Woolly rhinos are aggressive herbivores that are seldom hunted by raiders since the effort and risk is seldom worth the result.
[[/folder]]

[[folder:Denizens of the Underworld]]
----
* DarkIsNotEvil: Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them.

!!Cursed Knight
->'''Challenge Rating:''' 9
->'''Alignment:''' Any
----
* IRejectYourReality: Cursed knights are intelligent but can frame their reality in a way that aligns with their beliefs. While they can set traps and outwit opponents, they ultimately exceed best at deceiving themselves.
* TheUnfettered: Eventually an idea–or compulsion–forms in cursed knights, a twisted version of the duty they held in such high esteem during their lives. They take their ideals to the extreme and become a force of unbending destruction as they seek to make good on their twisted and distorted beliefs.
* WarriorUndead: These undead knights tend to return to the world of the living after a great and tragic conflict. They tend to adhere to the ideals they honoured in life, but the ideals become exaggerated and eventually twisted.

!!Draugr
->'''Challenge Rating:''' 6
->'''Alignment:''' NeutralEvil
----
* TheOathBreaker: Most commonly, a draugr is created when a raider makes an oath that they later break. The breaking of the oath causes torment in the draugr, so much so that often they attempt to finish in death what they failed to in life. At other times they seek revenge against those that originally solicited the oath from them.

!!Helhest
->'''Challenge Rating:''' 4
->'''Alignment:''' Any
----
* PoisonousPerson: A helhest can breathe out a cloud of poison.
* RaisingTheSteaks: In life, helhests were horses with missing legs. They still behave like horses, staying in herds and readily coming to the defense of one another.

!!Kattakyn
->'''Challenge Rating:''' 4
->'''Alignment:''' Any
----
* RaisingTheSteaks: The kattakyn is an undead spirit that has manifested into a form that is vaguely cat-like.

!!Myling
->'''Challenge Rating:''' 9
->'''Alignment:''' NeutralEvil
----
* GhostlyGoals: Mylings only fight in self-defence, and if an aggressor ceases attacking, they will respond in kind—they simply want a proper burial. Once it guides its victim to a graveyard, a myling detaches itself and watches, waiting for its victim to grant its final request.
* UndeadChild: Mylings are the phantasmal incarnations of the souls of children.

!!Pyrewight
->'''Challenge Rating:''' 8
->'''Alignment:''' NeutralEvil
----
* AxCrazy: Pyrewights are pure vessels of violence, no matter the nature of the person they were in life. Only by hurting others do they, in some measure, and so very temporarily, diminish their own pain.
* SelfDuplication: In battle, a pyrewight can conjure a fiery shadow-twin of itself called a flameshade, which can only act when given a command from the pyrewight that summoned it.
[[/folder]]

[[folder:Sea Monsters]]
!!Bladed Fish
->'''Challenge Rating:''' 6
->'''Alignment:''' Unaligned
----
* AbsurdlySharpClaws: These fish are covered with sharp, metal-like scales that inflict considerable damage to prey and anyone foolish enough to get too close to them.

!!Hafgufa
->'''Challenge Rating:''' 20
->'''Alignment:''' NeutralEvil
----
* CombatTentacle: The hafgufa can use its tentacles and mouths to restrain and eat surface dwellers.
* TooManyMouths: A hafgufa has many mouths running along the entire perimeter of its body.
* TurtleIsland: The hafgufa, a sentient island, is an ambush predator, trying to trick terrestrial creatures into walking on its surface. Some even allow entire communities to inhabit them, selectively feeding only as needed.
* VacuumMouth: The hafgufa can violently suck air into its mouth in an attempt to pull creatures towards it.

!!Lyngbakr
->'''Challenge Rating:''' 12
->'''Alignment:''' NeutralEvil
----
* MonsterWhale: The lyngbakr is a voracious, evil carnivorous whale that consumes vast schools of fish and even the occasional riverwhale. If a lyngbakr is particularly hungry, it might charge a longship fleet, or even risk attacking a pod of riverwhales.
* TurtleIsland: The surface of a lyngbakr resembles a mossy island covered in shrubs. If animals, including raiders, happen to explore its surface, it will dive, hoping to drown the interlopers and consume them at its leisure.

!!Riverwhale
->'''Challenge Rating:''' 8
->'''Alignment:''' Unaligned
----
* MonsterWhale: These sleek predatory whales hunt larger whales and other sea life, including raiders. Though they generally do not target longships, they have been known to bump into them, knocking some of the crew into the water so they might be snatched and dragged underwater.

!!Seerfish
->'''Challenge Rating:''' 4
->'''Alignment:''' Unaligned
----
* ChariotPulledByCats: Several of the largest seerfish can be harnessed to tow the floating town of Drifthall. Through magical means the völv guide and direct these seerfish and steer Drifthall across the sea.

!!Young Serpent
->'''Challenge Rating:''' 3 (spawn), 8 (young)
->'''Alignment:''' Any
----
* AcidAttack: Serpent spawn can attack by exhaling a line of acidic gas.
* SeaSerpents: Spawn of Ormur, young serpents are more than capable of destroying smaller vessels on their own and often hunt in small groups, making such encounters all the more fatal.
[[/folder]]

[[folder:Witches of the Ironwood]]
!!Grimtroll
->'''Challenge Rating:''' 9
->'''Alignment:''' ChaoticEvil
----
* HealingFactor: Grimtrolls they will regenerate all injuries not inflicted on them by psychic damage.
* HybridMonster: When an Ironwood witch in giant form consorts with an actual giant, there is a chance the offspring are tallfolk or grimtrolls instead of normal giants.
* TelephonePolearm: A grimtroll usually starts a fight by throwing a tree at the enemy, then tears out another tree and uses it to strike down the strongest looking opponent.

!!Ironheart Tree
->'''Challenge Rating:''' 5
->'''Alignment:''' NeutralEvil
----
* LifeDrain: When an ironheart tree siphons blood from an enemy, it heals itself for half the damage dealt.
* WhenTreesAttack: Ironheart trees are intelligent and can fight back against lumberjacks. Stand still too long and it'll drag you right under with their roots or it will eat you.

!!Ironwood Witch
->'''Challenge Rating:''' 4
->'''Alignment:''' NeutralEvil
----
* HorseOfADifferentColor: Other witches may use wolventrolls as mounts when attacking a settlement.
* HumanDisguise: Ironwood witches use their Witch Shape ability to adopt humanoid forms when necessary to infiltrate humanoid settlements—either to permanently take over and masquerade as important [=NPCs=], or to trick victims into trusting them before transforming them into ironthralls.
* SavageWolves: The wolventroll is a form that Ironwood witches wear, resembling a large dire wolf and capable of much greater carnage. When they gather in a war party, entire communities have vanished in the night, torn apart by the fangs and deadly magic.
* SpikeShooter: In brittlebone form, wolventrolls can fling bony fragments that shred flesh.
* TakeOverTheWorld: Witches believe that they are working to wrestle control of Grimnir from all other factions. The world belongs to the witches, not the raiders or the Baendur.
* VoluntaryShapeshifting: In addition to pretending to be other humanoids, witches are also capable of transforming into a variety of powerful forms, depending on the required tasks. Favourites include becoming ropers to ambush enemieis important, and hill giants or frost giants when raw power is most important. They also have a specialised form, the wolventroll.
* WasOnceAMan: All ironwood witches were once human, elf, dwarf, or other.
* WickedWitch: The magic available to the ironwood witches gradually makes their limbs lengthen and narrow, their skin pale, and their hair thin and gray.

!!Witchbeetle Swarm
->'''Challenge Rating:''' 6
->'''Alignment:''' Unaligned
----
* SeeingThroughAnothersEyes: Any witch may see and hear what a witchbeetle sees and hears, as long as they are on the same plane of existence.

!!Witchgate
->'''Challenge Rating:''' 10
->'''Alignment:''' NeutralEvil
----
* EnergyAbsorption: Whenever the witchgate is subjected to psychic damage, it instead heals itself equal to the damage dealt.
* PortalDoor: A witchgate connects to another witchgate on the same plane of existence, allowing instantaneous travel between two locations (while all six witches remain alive).
* PoweredByAForsakenChild: A witchgate is created from the sacrifice of six powerful ironwood witches and powered by their excess vitality. Nothing can be done to save the witches once they have been transformed in this way. They will persist as a vessel, to be used. Once their life force is extinguished, they die.
[[/folder]]

[[folder:Yoten]]
----
* HybridMonster: The Yoten are capable of breeding with numerous other creatures, which makes it difficult—but not impossible—to ascertain which creatures are true Yoten.
* StrongerWithAge: Yoten grow in power throughout their lifetime. Younger and weaker Yoten follow their more experienced brethren until ready to assert their own strength.
* TakenForGranite: Most Yoten turn to stone when they are slain. These cairns can be found throughout the Lost Lands and occasionally even in Grimnir.

!!Blood Shadow
->'''Challenge Rating:''' 16
->'''Alignment:''' NeutralEvil
----
* BloodyMurder: The blood shadow's blood, spilled or spat at enemies, pulses with necrotic energy.
* SavageWolves: Blood shadows are creatures of suffering, born from the torment inflicted upon captive wolves by their Yoten captors. No longer a wolf—or resembling any living creature—they maintain the pack-like instincts of their progenitors, except they identify the Yoten as their pack-mates.
* UndyingLoyalty: Blood shadows do anything other Yoten command them to do, even sacrificing their own lives.

!!Corpse Swallower
->'''Challenge Rating:''' 13
->'''Alignment:''' NeutralEvil
----
* BlowYouAway: When corpse swallowers flap their wings, they create gale-force winds strong enough to shatter smaller ships or run larger ships aground.
* DeathFlight: Corpse swallowers grasp an opponent and fly away with them, dropping them far from help. If the fall does not kill the victim, the corpse swallowers swarm their target, seeking to quickly finish them off.
* FeatheredFiend: These Yoten appear to be massive bird/bat hybrids and in many ways they emulate natural birds, tending to form flocks, and nesting upon sheer cliff faces rising far above oceans and seas. But unlike birds, they delight in attacking and consuming humanoids.

!!Feeder
->'''Challenge Rating:''' 17
->'''Alignment:''' NeutralEvil
----
* FireBreathingWeapon: Payload: Inferno consists of special tubes and ignition modules, which allow a feeder to channel its acid into fiery attacks.
* HungryMenace: Anything feeders consume directly or indirectly helps replenish Muspell, and they are voracious eaters, capable of consuming anything.
* SiegeEngines: Feeders are effective at destroying enemy fortifications, and can be equipped with a powerful siege ballista.

!!Forest Strider
->'''Challenge Rating:''' 4
->'''Alignment:''' NeutralEvil
----
* BeastWithAHumanFace: The forest strider looks as if a madman grafted a human's face onto a giant centipede and then turned the pitiful creature inside out.
* InescapableNet: The forest strider can vomit forth spider-like webbing and fling it at foes to capture them.
* PoisonousPerson: Forest strider venom renders an otherwise healthy raider immobile in seconds.

!!Mus
->'''Challenge Rating:''' 18
->'''Alignment:''' Evil
----
* ExtraEyes: The mus have numerous eyes, which grant them many advantages.
* EyeBeams: When the mus focuses all its eyes on a single creature, the target is subject to a massive heatwave.
* MagmaMan: Mus are born from the lava that spreads from wherever Muspell emerges when it arrives in a world. Lava itself flows through the veins of their massive bodies.
* ShockAndAwe: As a reaction to being attacked, a mus can cause crackling energy to erupt from within it.
* WeatherManipulation: The mus can rapidly swing its swords in a circle above itself to create an atmospheric disturbance, grounding flying creatures and igniting flammable objects.

!!Yoten Devotee
->'''Challenge Rating:''' 7 (standard), 14 (advanced)
->'''Alignment:''' NeutralEvil
----
* DishingOutDirt: A Yoten devotee can cause earth and stone to erupt around a point it can see.
* VoluntaryShapeshifting: Yoten devotees are fluid in form, often changing shape.
[[/folder]]
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