Large Undead (Spirit), Chaotic Evil
AC 22 Natural armor + force wards (Berserker’s Hauberk)    Initiative +7 (17)
HP 300 (24d12)
Speed 40 ft., Fly 60 ft. (hover; Levitation/flight magic)
Mod Save
STR 28 +9 +30
DEX 24 +7 +26
CON 30 +10 +32
Mod Save
INT 20 +5 +21
WIS 20 +5 +22
CHA 22 +6 +24
Skills Athletics +15, Intimidation +12, Perception +11, Survival +11
Resistances Cold, Fire, Force, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear Spectral greatsword and crown (manifested), rune-etched cuirass of frostfire
Senses Blindsight 10 ft (shockwave sense), Darkvision 120 ft, Truesight 30 ft; Passive Perception 21
Languages Common telepathy 120 ft to summoned berserkers; Old Norse
CR 20 (XP 25,000; PB +6)
Traits

 

  • Berserker’s Hauberk. Spectral plate and burning wards grant +4 AC (included). While at or below half HP, Hrolf gains resistance to all damage except force and radiant until the end of his next turn.

  • Frostfire Sovereign. Hrolf’s weapon attacks are magical and deal an extra 1d6 cold or fire (your choice each hit). He has resistance to cold, fire, lightning, thunder, force, and nonmagical bludgeoning/piercing/slashing; immunity to poison damage, disease, and radiation.

  • Berserker King’s Will. Advantage on saving throws vs charmed, frightened, paralyzed, and stunned. Hrolf can move through hostile creatures as difficult terrain and ignores nonmagical difficult terrain (battle-frenzy glide).

  • Summoned Court. When Hrolf rolls initiative, he may immediately use Rally the Fallen (see Bonus Actions).

 

Actions

 

  • Multiattack (King’s Onslaught). Hrolf makes three attacks in any combination of Spectral Greatsword, Frostfire Bolt, or Telekinetic Crush.

  • Spectral Greatsword (Melee Weapon Attack). +15 to hit, reach 10 ft., one target. Hit: 3d10 + 9 slashing + 1d6 cold or fire. If Hrolf moved at least 10 ft straight toward the target this turn, it must succeed on a DC 22 STR save or be knocked prone.

  • Frostfire Bolt (Ranged Spell Attack). +14 to hit, range 150 ft., one target. Hit: 4d8 + 6 cold or fire. On a hit, reduce the target’s speed by 10 ft until the start of Hrolf’s next turn.

  • Telekinetic Crush (Save-based). One creature Hrolf can see within 60 ft makes a DC 21 CON save. Failure: 4d8 force, restrained by invisible pressure until the end of Hrolf’s next turn; success: half damage only.

  • Royal Shockwave (Recharge 5–6). Hrolf slams the ground; creatures of his choice in a 20-ft-radius sphere centered on him make a DC 21 DEX save, taking 6d8 thunder + 2d8 force on a failure, or half on a success. Failed save: pushed 15 ft and knocked prone.

 

Bonus Actions

 

  • Ignite the Rage. Hrolf gains 25 temporary HP, ends charmed and frightened on himself, and his Spectral Greatsword deals an extra +1d8 cold and +1d8 fire until the start of his next turn (1/Short Rest).

  • Rally the Fallen (Summoning). Conjure up to 2 Berserker Champions in empty spaces within 30 ft (see tiny stat block). They act on Hrolf’s initiative immediately after him and persist 1 minute or until destroyed (2/Day).

  • Levitation Stride. Fly 30 ft (hover) until the start of his next turn.

 

Reactions

 

  • Parry of Kings. When a melee attack would hit Hrolf, add +4 to his AC against that attack.

  • Retributive Flare. When Hrolf takes cold or fire damage from a source he can see, he halves that damage (after resistance) and a creature within 30 ft takes 2d8 of the same type.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Berserker King Hrolf of God of War fame is a wrathful monarch whose tomb ignites with frostfire. He has duelled gods and champions, summoned the shades of his court, and shattered the earth with royal shockwaves—a battlefield tyrant who mixes blade mastery, searing rune-craft, and telekinetic dominance.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: AnyArcticHillMountainPlanar (Lower Planes)Planar (Shadowfell)

Zackagawea

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