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The Fury Of The Northmen

Dís ()

ᛞᛁᛊ

“Goddess/woman/spirit.” Plural “dísir.” A dís is a powerful being created when a strong-willed Viking woman dies unsatisfied, or with her plans not completed, or simply in a state of frustration or anger. Freyja Slain Possessor takes the spirits of these women and invests them with magical energy, turning them into deadly female spirits, the dísir.

Most dísir choose to follow Freyja and carry out errands for her, such as slaying her enemies on various battlefields. Some dísir, however, choose to return to their living families, becoming their guardians and conveying messages and prophetic dream-warnings to them. It is these dísir that are the subject of ritual celebrations during Winternights (in October) and between late February and late March, and in Uppsala.

A dís is rarely seen without her divine horse mount; even those dísir who choose to become family- and house-guardians keep a divine horse close at hand. Mounted dísir are sometimes mistaken for Valkyrie, but closer examination always reveals the differences between the dísir and the Valkyrie: the dísir have long, loose hair, glowing red eyes, gaunt faces and bodies, and ride naked, carrying only their spears.

Medium divine being, orderly and honorable

Armor Class 18 (natural armor)
Hit Points 147 (14d10+70)
Speed 40 ft

Str 24 (+7) Dex 18 (+4) Con 21 (+5)
Int 14 (+2) Wis 18 (+4) Cha 21 (+5)

Saving Throws CON +10, WIS +9, CHA +10
Skills Intimidation +10, Perception +10
Condition Immunities charmed, distracted, dreamy, exhausted, frightened, tainted, woozy
Damage Immunities necrotic
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses truesight 120 ft, passive Perception 20
Languages Æsir, Old English, Viking
Reaction to great religion-based fear and a feeling of enormous personal danger
Challenge 14 (11,500 xp)

Aura of Death (15 ft). Any non-divine creature that begins its turn within the aura or enters the aura during its turn must make a DC 18 CON saving throw) or take 7 (1d12) necrotic damage.

Damage Reduction. A dís’ spear grants its wielder DR 5 vs. radiant damage.

Divine Weapons. The dís’ weapon attacks are magical.

Innate Spellcasting. The dís’ innate spellcasting ability is CHA (spell save DC 18, spell attack bonus +10). The dís can innately cast the following spells:

  • At-will: chill touch, discover the dead, spare the dying
  • 3/day: greater invisibility, mass false life, ray of enfeeblement, speak with the dead
  • 1/day: blight, circle of death, harm

Magic Resistance. The dís rolls with advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The dís makes three +3 Hel-blade long spear attacks each turn.

+3 Hel-blade Long Spear. Melee Weapon Attack: +15 to hit, reach 10 ft or range 40 ft, one target. Hit: 28 (4d8+10) piercing damage + 11 (1d20) necrotic damage.

The soul of a creature slain by a Hel-blade is automatically gathered into the blade when the creature dies. The soul can only be set free through the use of a wish spell.

Fly-By Attack. A dís mounted on a divine horse can make a fly-by attack if it has flown in a straight line for 20 feet toward a victim. The dís makes a melee attack with its Hel-blade long spear; on a hit, the victim takes the damage and must make a DC 20 DEX saving throw or be knocked prone.

A dís carrying out a fly-by attack can take the rest of their movement after the attack in whatever direction it desires without provoking an opportunity attack.

MOTIVES

As the most powerful of Freyja’s warriors and gatherers-of-the-slain, the dísir choose to serve Freyja because she gives them the most interesting and challenging missions to fulfill. Those who abandon Freyja for their living families wish primarily to protect their families from everyone, including the Freyja and the rest of the Æsir.

ALLIES

The only allies a dís wants or needs are her divine horse and the other dísir. Everybody else is unwelcome and will have that driven home to them spear-point first by the dís.