Odin

by danku1122

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Odin

Large Undead, Lawful Evil


  • Armor Class 22 (Plate & Shield)
  • Hit Points 300
  • Speed 40ft Mounted 60ft

STR DEX CON INT WIS CHA
28 (+9) 25 (+7) 28 (+9) 12 (+1) 18 (+4) 10 (+0)

  • Saving Throws Strength +15, Dexterity +13
  • Skills Athletics +15, Acrobatics +13, Perception +10
  • Damage Resistances non-magical bludgeoning, piercing and slashing damage
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Deafen, Paralyzed, Petrified, Poisoned, Sleep, Stunned
  • Senses 120ft Darkvision, 30ft Blindsight
  • Languages Abyssal, Common, Celestial, Draconic, Infernal

Magic Resistance. Odin has advantage on saving throws against spells and other magical effects.

Turn Immunity. Odin has immunity against any effect that turns undead.

Spellcasting. Odin has innate spellcasting ability. His spellcasting ability is Wisdom (spell save DC18, +10 to hit with spell attacks). He has the following spells prepared:

1st level (4 slots): Command, Compelled Duel

2nd level (3 slots): Hold Person, Magic Weapon

3rd level (3 slots): Dispel Magic, Elemental Weapon

4th level (3 slots): Banishment, Staggering Smite

5th level (2 slots): Destructive Wave (necrotic)

Legendary Resistance 3/Day Odin can choose to succeed on a saving throw that it fails.


Actions

Multiattack Odin makes 3 Gungnir attacks. Mounted: Odin makes 2 Gungnir attacks and Sleipnir makes 1 Hooves attack and the creature makes a DC15 STR save or knocked back 15ft

Gungnir (Longsword/Lance) Melee Weapon Attack: +11 to hit, 1d10 slashing damage + 4d8 necrotic damage.

Bladeglint (Recharge 5-6) [Mounted] Sleipnir stomps the ground creating a shockwave in a 15ft radius. Each creature within must make a DC18 STR save or be knocked back 15ft, then charges forward 60ft, and Odins swings his sword around with intense slashing shockwaves equivalent to 3 Gungnir attacks in a 10ft radius; creatures then make a DC18 DEX save, halved on success.

Zantetsuken (Recharge 5-6) Odin holds Gungnir in a holster-like position, conjuring a 20ft high and 30ft radius dark energy-like dome, then swinging his blade so fast to the naked eye that everyone caught inside automatically takes a critical Gungnir attack while ignoring immunities and resistances. Every creature caught must make a DC20 DEX save; on success, the creatures take the damage normally.

Legendary Actions

Odin can take 3 legendary reactions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Odin regains spent legendary actions at the start of its turn

Gungnir/ Hooves Either Odin makes a Gungnir attack or Sleipnir makes a Hoove attack.

Parry Odin +6 bonus AC against one melee attack that would hit it. To do so, Odin must see the attacker and be wielding a melee weapon.

Aegis Counter (2 Action) Odin pulls up his shield that will project a shield-like aura that nullifies the next attack then the aura concentrates in front of the shield then blasts forward intense arcane energy that travels 60ft and 15ft wide. Each creature caught in the blast must make DC20 DEX save or take 5d8 force damage, halved on success.


Sleipnir

Large Fiend, Neutral Evil


  • Armor Class 18 (Armored)
  • Hit Points 100
  • Speed 60ft

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Saving Throws Strength +10, Dexterity +8
  • Skills Athletics +10, Acrobatics +8, Perception +7
  • Damage Resistances non-magical bludgeoning, piercing and slashing damage
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Deafen, Paralyzed, Petrified, Poisoned, Sleep, Stunned
  • Senses 120ft Darkvision, 30ft Blindsight
  • Languages understands Abyssal, Common, and Infernal but can't speak

Magic Resistance. Sleipnir has advantage on saving throws against spells and other magical effects

Legendary Resistance 1/Day Sleipnir can choose to succeed on a saving throw that it fails.

Actions

Hooves Melee Weapon Attack: +9 to hit, 4d8 bludgeoning damage + 3d6 necrotic damage.

Glint Stomp Sleipnir stomps the ground creating a shockwave in a 15ft radius. Each creature within must make a DC18 STR save or be knocked back 15ft.

Ethereal Stride Sleipnir and/or Odin magically enter the Ethereal Plane from the Material Plane, or vice versa.

 

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