Gargantuan celestial, unaligned

Armor Class 12 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 50 ft.

30 (+5) 10 (+0) 30 (+5) 2 (-4) 7 (-2) 5 (-3)

Senses passive Perception 8
Challenge 16 (15,000 XP)

Special Traits

  • Keen Smell. The saehrimnir has advantage on Wisdom (Perception) checks that rely on smell.
  • Relentless (Recharges after a Short or Long Rest). If the saehrimnir takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
  • Regeneration. The saehrimnir regains 10 hit points at the start of its turn. If the saehrimnir takes acid or fire damage, this trait doesn’t function at the start of the saehrimnir’s next turn. The saehrimnir dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Siege Monster. The saehrimnir deals double damage to objects and structures.
  • Trampling Charge. If the saehrimnir moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 23 Strength saving throw or be knocked prone. If the target is prone, the saehrimnir can make one stomp attack against it as a bonus action.


  • Tusks. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
  • Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 33 (5d8 + 10) bludgeoning damage.


This is the largest boar you’ve ever seen!

The saehrimnir is one of the most valued beings by the Aesir, as its flesh makes for a delicious feast. The einherjar often hunt it as part of the Oensjaegeren when they manage to kill one (which is rare). Instead, they torture the boar by keeping it alive and feasting on its regenerating flesh to fill their dining halls. They are fortunately quite rare and limited primarily to Asgard, although it’s possible there are saehrimnir in Jotunheim too.

Section 15: Copyright Notice

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