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Thor Odinson

Medium humanoid (human), lawful good fighter (eldritch knight) 14/barbarian (storm herald) 4/paladin 2

Armor Class 18 (Constitution)
Hit Points 198 (16d8+4d12+100)
Speed 30 ft.

25 (+7) 16 (+3) 20 (+5) 13 (+1) 10 (+0) 12 (+1)

Saving Throws Str +13, Con +11
Skills Animal Handling +6, Athletics +13, Perception +6, Survival +6
Damage Resistances bludgeoning, piercing, slashing (while raging)
Senses passive Perception 16
Languages Old Norse
Challenge 15 (13,000 XP)

Special Traits

  • Action Surge (1/short Rest). Once on his turn, Thor can take an additional action on top of his regular action and a possible bonus action.
  • Bonded Weapon: Mjölnir. Thor’s hammer can only be disarmed from him when he is incapacitated. In addition, as long as he is on the same plane of existence as Mjölnir he can use a bonus action to summon it into his hand.
  • Danger Sense. Thor has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Thor can’t be blinded, deafened, or incapacitated.
  • Disrupting Arcana. When Thor hits a creature with a weapon attack, it has disadvantage on the next saving throw it makes to resist a spell before the end of Thor’s next turn.
  • Divine Sense (2/long Rest). As an action, until the end of his next turn Thor knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
  • Divine Smite. When Thor hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st (maximum 5d8). The damage increases by 1d8 if the target is an undead or a fiend.
  • Indomitable (2/long Rest). Thor can reroll a saving throw that he fails but must use the new roll.
  • Járngreipr. Thor’s magic iron gloves allow him to wield the hammer Mjölnir in one hand as though it were a warhammer and are otherwise treated as gauntlets of ogre power.
  • Lay on Hands (10 points/long Rest). As an action, Thor can touch a creature and restore a number of hit points to it, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
  • Megingjörð. Thor’s magic belt increases his Strength to 21 (as a belt of hill giant strength; without it his Strength score is 15). While wielding Mjölnir, wearing this belt, and the gloves Járngreipr his Strength increases to 25.
  • Rage (2/long Rest). On his turn, Thor can enter a rage as a bonus action. He is unable to cast or concentrate on spells while raging (although he can still use Divine Smite). His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Thor can also end his rage on his turn as a bonus action. While raging, he gains the following benefits:
    • Thor has advantage on Strength checks and Strength saving throws.
    • When Thor makes a melee weapon attack using Strength, he deals 2 extra damage.
    • Thor has resistance to bludgeoning, piercing, and slashing damage.
  • Lightning Aura. Thor can use a bonus action while raging to make lightning jump out from in him a 10-foot radius. Total cover blocks this lightning. He chooses a creature in the area when he activates this feature, forcing it to make a DC 19 Dexterity saving throw or take 3 (1d6) lightning damage (success halves).
  • Reckless Attack. When Thor makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until Thor’s next turn.
  • Second Wind (1/short Rest). On his turn, Thor can use a bonus action to regain 1d10+14 hit points.
  • Spellcasting. Thor is an 8th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15; +7 to hit with spell attacks). Thor has the following spells prepared from the wizard’s spell list. In addition, he can cast paladin spells as a divine spellcaster (using Charisma; spell save DC 15; +7 to hit with spell attacks).
  • War-Magician. Thor can use a bonus action to make one weapon attack after casting a cantrip with a casting time of 1 action.
  • Fortune Points (3/long Rest). Thor can spend one fortune point to reroll an attack roll, ability check, or saving throw, or to force an attacker to reroll an attack made against him.
  • Power Attack. When Thor makes his first melee weapon attack in a turn, he can choose to take a –5 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Thor can use a bonus action to make one melee weapon attack after he uses a melee weapon to reduce a creature to 0 hit points or scores a critical hit with it. Thor can only use this feature on his turn.


  • Multiattack. Thor attacks three times when he takes the Attack action.
  • Mjölnir (Hammer of Thunderbolts with 5 charges). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8)magical bludgeoning damage. When Thor rolls a 1 or 2 on either of the damage dice, he can reroll the die and must use the new roll. On a critical hit against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
  • Thrown Mjölnir (1 charge). Ranged Weapon Attack: +16 to hit, range 20/60 ft., one target. Hit: 15 (2d6+8) magical bludgeoning damage and all creatures within 30 feet must succeed on a DC 17 Constitution saving throw or be stunned until the end of Thor’s next turn.


The gods have spoken and demanded their brother, the hammer-wielding master of lightning and storm, that most iconic figure of Norse mythology, Thor!

Thor, son of Odin, the red-headed god of thunder, is long associated with strength, ferocity, and battle. Thor not only wields the mighty mountain- crushing hammer Mjölnir, he also wears the magical strength-giving belt Megingjörð and the iron gloves Járngreipr, which allow him to handle his powerful hammer. Thor’s magical flying chariot is pulled by two goats as he charges into battle, lighting and thunder crashing all around him.

Thor is known for his temper, and often rises to anger when taunted, or falls for the tricks of his foes. While he may be the strongest of the gods, he is far from the wisest. He is known for his epic rivalry with the giants, with whom he battles constantly, Mjölnir in hand, leveling mountains and smashing the heads of giants.

Unlike Odin or Loki, Thor prefers to meet challenges head-on, with a ferocity that strikes fear in the hearts of even the mightiest of giants.

Thor features in many Norse tales. Ofttimes he was depicted fighting great monsters—giants, or Jörmungandr the Midgard Serpent. Doomed to die at Ragnarök, the end of the world, the thunder god succumbed to the Midgard Serpent’s poison after killing it with Mjölnir.

Thor is always able to rely on the hospitality of commoners to help him hide or rest provided he poses no danger in doing so, going so far as to shield him from being discovered (though not at the cost of their lives).

The core rules’ analog for Thor’s enchanted hammer and other essential magic items do the job just fine, but to really have him pack a wallop give him these versions of Járngreipr, Megingjörð, and Mjölnir.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com