creatures

Norse Creatures

This page lists the kinds of beings one might encounter in a Norse-inspired D&D campaign. Some are rooted in historical Norse culture, while others are adapted from myth or modern fantasy. Explanations are provided where helpful or where real mythology differs from typical D&D assumptions.


Most Norse communities would be very familiar with the animals typically found on Northern European farms.

  • Cats – Kept for pest control. Also sacred to Freyja, and sometimes believed to bring good luck.
  • Chickens – Common household livestock; eggs were a reliable food source.
  • Cows – Valued for milk and cheese. Expensive to maintain; typically owned by wealthier households.
  • Dogs – Guardians, companions, and hunters. Their barking alone kept away predators and intruders.
  • Goats – Hardy, versatile, and common. Provide milk and clean up food scraps. Mythologically linked to Thor’s goats, Tanngrisnir and Tanngnjóstr.
  • Horses – Rare and valuable. Used for travel, status, and ritual sacrifice. Sacred in some traditions.
  • Pigs – Meat and waste disposal. Sausages and bacon were food staples. In myth, Freyr's golden boar Gullinbursti is notable.
  • Sheep – Provided wool and meat. Their fleece was important for winter clothing and trade.

These animals would be familiar to Norse communities through hunting, storytelling, or danger.

  • Badgers
  • Bats
  • Bears – Associated with berserkers; sacred and feared.
  • Boars – Symbol of Freyr; fierce and difficult to hunt.
  • Deer
  • Eagles
  • Elk – Massive and respected; often symbolic of wild strength.
  • Foxes
  • Frogs
  • Hawks
  • Lynx
  • Mountain Lions / Puma / Panther – Likely legendary or exaggerated through travel tales.
  • Owls
  • Rabbits
  • Rats
  • Ravens – Especially sacred. Odin's companions Huginn and Muninn (“Thought” and “Memory”).
  • Snakes
  • Spiders
  • Squirrels – Ratatoskr is the gossiping squirrel on the world tree Yggdrasil.
  • Turtles
  • Weasels
  • Wolves & Wargs – Feared and revered. Fenrir is the most famous wolf in Norse myth.

Beings of myth and legend, often representing chaos, fate, or primal forces.

  • Dragons / Wyrms – Symbolic of greed, destruction, and fate. Often associated with hoards or curses.
  • Draugr & Gjenganger – Undead Norse figures. Draugr guard treasure; Gjenganger return for revenge or unfinished business.
  • Fafnir – A dwarf transformed into a dragon by his greed; famously slain by the hero Sigurd.
  • Gullinbursti – A golden boar forged by dwarves; sacred mount of Freyr.
  • Hafgufa / Lyngbakr – Legendary sea monsters said to appear as islands. Possibly inspired later kraken myths.
  • Hellhounds / Garm – Garm guards the gates of Hel; destined to fight at Ragnarök. A massive, terrifying hound.
  • Kraken – Modern term; mythologically a merging of Norse sea monster tales like the Hafgufa.
  • Landvættir – “Land spirits” that protect regions; still symbolically important in Icelandic culture.
  • Marmenill (Mermen) – Aquatic humanoids; appear in Norse sagas as magical or treacherous beings.
  • Nixie – Possibly derived from the Germanic/Norse nøkk or nykr, a shapeshifting water spirit known for luring people to drown.
  • Sea Serpent – Could refer to Jörmungandr, the world-serpent, or lesser oceanic threats.
  • Trolls – Dangerous, often dim-witted giants of the wilderness. In original myths, varied greatly in size and power.

Many creature “races” in D&D are loosely based on Norse ideas, but often diverge heavily from original myth.

  • In Norse myth, dwarves (dvergar) are master craftsmen, often living underground.
  • There’s no clear evidence that they were short or stocky—that’s a later (possibly Christian) addition.
  • Álfar (elves) are mentioned in original texts, but their nature is vague.
  • Not explicitly fey or immortal, and physically indistinguishable from humans.
  • In D&D, they typically have pointed ears and magical ancestry—acceptable for gameplay purposes.
  • Divine beings. The Aesir represent war, order, and rulership (e.g., Odin, Thor).
  • The Vanir are fertility and nature gods (e.g., Freyr, Freyja).
  • For gameplay, these can be seen as long-lived, powerful humanoids—akin to celestials or demigods.
  • The jötnar (often Anglicized as Jotuns or giants) are chaotic and diverse in myth.
  • Many appear humanoid in form, not necessarily massive or monstrous.
  • In D&D, we treat them as giants and group them accordingly: fire giants, frost giants, storm giants, etc.
  • A modern D&D invention.
  • For Norse-inspired campaigns, they can be described as descendants of Jotuns—particularly the stone giants (Jotunstein).
  • Originally from Eberron, these constructed beings don’t exist in Norse myth.
  • In this setting, they are creations of Byzantine artificers in Constantinople, used for military service.
  • After 20 years, they gain their freedom. Characters of this type should take the Varangian background.
  • Feline humanoids with no basis in Norse mythology.
  • Here, they are reimagined as Egyptian-born wanderers, natural enemies of gnolls.
  • Their foreign nature makes them exotic and mysterious to most Norsefolk.
  • creatures.txt
  • Last modified: 2025/06/21 19:55
  • by Ron Helwig