BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Huginn and Muninn

  • Huginn and Muninn are Odin’s familiars.
  • As long as his ravens are on his shoulder or within 100 feet, when Odin casts a spell that requires concentration he can choose to have a raven concentrate on the spell instead. As long as the raven is not already concentrating on a spell, it can do so for the spell’s duration or until it loses concentration.
  Huginn and Muninn are a pair of ravens that fly all over the world, Midgard, and bring information to the god Odin. Physically speaking, Huginn and Muninn don’t have much to set them apart from your garden variety raven. They are large, ominous looking birds with inky black feathers and big, sharp beaks. Their powerful wings can lift them high into the sky, while their beady eyes allow them to make out the landscape below in vivid detail. Although Huginn and Muninn might look like common ravens, they have been endowed by Odin with wonderful powers. First, the birds are able to fly the entire world of Midgard in a single day. Second, they have the ability to understand, and even speak in, the language of men. Third, they have extremely shrewd minds and wonderful powers of observation. The ravens are no mere spies for Odin; they are important advisors and confidants too. Huginn and Muninn can also accompany Odin into battle, where they inform him of his enemy’s movements and help him guide and heal his horse.
Tiny , unaligned   AC: 15 (Natural Armor) HP: 248 Speed: 20 ft., fly 120 ft.    STR 28(+9) DEX 10(+0) CON 20(+5) INT 13(+1) WIS 10(+0) CHA 9(-1)   Saving Throws: DEX +4, CON +9, WIS +4, CHA +3   Skills: Perception +4   Senses: Passive Perception 14   CR: 11   Proficiency Bonus: +4   Keen Sight: They have advantage on Wisdom (Perception) checks that rely on sight.   Actions   Multiattack: They makes two attacks: one with its beak and one with its talons.   Beak: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (4d8 + 9) piercing damage.   Talons: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.

Remove these ads. Join the Worldbuilders Guild