Large celestial, unaligned

Armor Class 12 (natural armor)
Hit Points 67 (9d10 + 18)
Speed 40 ft., fly 40 ft.

18 (+4) 14 (+2) 15 (+2) 3 (-4) 17 (+3) 14 (+2)

Skills Perception +6
Damage Immunities lightning, poison, thunder
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Challenge 4 (1,100 XP)

Special Traits

  • Charge. If the heidrun moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
  • Purifying Mead. At the start of each of the heidrun’s turns, drinking containers within 30 feet of it are filled with mead. Mead remains in these containers until it evaporates. A creature that consumes this mead magically regains 11 (2d10) hit points. In addition, drinking the mead removes all diseases and neutralizes all poisons afflicting the target.
  • Regeneration. The heidrun regains 10 hit points at the start of its turn. If the heidrun takes necrotic damage, this trait doesn’t function at the start of the heidrun’s next turn. The heidrun dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Rejuvenation. When the heidrun’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and reanimates the bones of the heidrun and regains all its hit points. If any of the leg bones are damaged, the heidrun suffers a -10 penalty to its walking speed for each bones that is broken.
  • Sure-Footed. Unless it has suffered damage to one of its leg bones, the heidrun has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is an object, the heidrun chews through it. If the object isn’t being worn or carried, the bite destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid the heidrun’s touch. If the object touched is either wooden armor or a wooden shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held wooden weapon, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed.
  • Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


This goat is the picture of health.

The heidrun is a magical goat known for nourishing those who are hungry. It can create mead merely by being in the presence of a drinking container, and the taste of it cures men of all ills. Heidrun can be eaten and the flesh is restored, so long as no one cracks the leg bones and eats the marrow. Additionally, heidrun make suitable mounts; Thor uses two, named Tanngrisnir and Tanngiost, to pull his chariot and finds their ability to fly quite useful.

Tree-Gnawers. Left to their own devices, heidrun will gnaw on trees. Their ability to gnaw through wood is legendary and unstoppable, which is why they are often kept corralled in metal fences.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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