Skip to main content

Loki

Challenge
Tags
str
9
dex
16
con
12
int
16
wis
14
cha
20

AC 20 (+3 padded leather, cloak of protection , ring of protection )
HP 143 (26d8+26; bloodied 71)
Speed 30 ft.


Proficiency +5; Maneuver DC 16
Saving Throws Str +1, Dex +10, Con +3, Int +10, Wis +9, Cha +7
Skills Deception +10 (1d10), Insight +7 (1d8), Intimidation +10 (1d8), Performance +10 (1d10), Persuasion +10 (1d10), Sleight of Hand +8 (1d8), Stealth +8 (1d8); disguise kit (1d8), forgery kit (1d8), thieves’ tools (1d8)
Senses passive Perception 12
Languages Old Norse


Blindsense. If Loki is able to hear, he’s aware of the location of any hidden or invisible creature within 10 feet of him.

Evasion. When Loki is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Fast Learner. After Loki has heard a creature speak for 1 minute or longer, he can mimic its manner of speaking as long as he knows the same language as the creature (allowing him to seem like he is local to a given region).

Liar Through and Through. Loki’s thoughts are only readable when he allows it, and he can make a contested Charisma (Deception) check to project whatever thoughts (truthful or falsehoods) he likes. No magic can make Loki tell the truth or determine whether or not Loki is lying.

Reliable Talent. Whenever Loki makes an ability check that lets him add his proficiency bonus, he can treat a d20 roll of 9 or lower as a 10.

Sneak Attack (1/turn). Loki deals an extra 31 (9d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Loki that isn’t incapacitated and Loki doesn’t have disadvantage on the attack roll.

Spellcasting . Loki is a 9th level spellcaster that uses Charisma as his spellcasting ability for bardic spells (spell save DC 18; +10 to hit with spell attacks) and Wisdom for druidic spells (spell save DC 18; +10 to hit with spell attacks). Loki knows the following spells bard’s spells and has prepared these druid spells:
Cantrips: druidcraft D, friends , guidance D, produce flame D, vicious mockery
1st-level (4 slots): charm person , disguise self , hideous laughter , sleep , speak with animals D
2nd-level (3 slots): darkvision D, enhance ability D, pass without trace D
3rd-level (3 slots): conjure animals D, dispel magic , speak with plants D
4th-level (3 slots): confusion D, conjure woodland beings D
5th-level (1 slots): scrying D

Tactician. Loki is able to use the Help action to aid an ally attack a creature as long as the target of the attack is able to see and hear Loki and is within 30 feet of him.

Tactician’s Insight. After Loki has observed or interacted with a creature for 1 minute, he learns whether or not it has higher or lower Intelligence, Wisdom, or Charisma scores than him. In addition, he learns if the target has more or fewer class levels than him. Loki also knows when he and the target have equal scores in one of these categories.


SPECIAL TRAITS

Acting. Loki has advantage on Charisma (Deception) and Charisma (Performance) checks made to impersonate. In addition, he can mimic the speech of other creatures he’s heard speak for at least 1 minute. A suspicious listener can see through his mimicry by succeeding on a Wisdom (Insight) check opposed by Loki’s Charisma (Deception) check.

Brilliant. Loki always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 31 days.

Diplomatic. Loki can make a Charisma (Persuasion) check contested by the Wisdom (Insight) check of a creature that can understand what he says during 1 minute of talking. On a success, as long as Loki remains within 60 feet of it (and for 1 minute afterward) the target is charmed by him. Loki automatically fails on the check if he or his companions are fighting the target.

Master of Intrigue. Loki can use an action to fool one humanoid he can see within 30 feet of him. The target must be able to hear him make a Charisma (Deception) check contested by its Wisdom (Insight) check. On a success, the target is fooled until the end of Loki’s next turn or until he attempts to fool a different target. Loki doesn’t provoke opportunity attacks from movement around a fooled target and he has advantage when attacking a fooled target. On a failure, Loki can’t fool the target for 1 hour.


ACTIONS

Magic Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 6 (1d4+4) magical piercing damage.


BONUS ACTIONS

Bardic Inspiration 1d6 (5/ short rest ). As a bonus action on his turn, Loki can choose one other creature within 60 feet who can hear him. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check or, attack roll , saving throw , or weapon damage roll it makes. The creature can wait until after it rolls before deciding to use the Bardic Inspiration die, but must decide before the Narrator says whether a roll succeeds or fails. In addition, a creature can use its reaction when attacked to use the Bardic Inspiration die, adding the result to its AC and possibly causing the attack to miss.

Cunning Action (1/turn). Loki can use a bonus action to take the Dash, Disengage, Help, or Hide action.


REACTIONS

Uncanny Dodge. When an attacker Loki can see hits him with an attack, Loki can use his reaction to halve the attack’s damage against him.

Unintended Target. Loki can use his reaction to cause an attack targeting him to instead target a creature within 5 feet that is granting him cover from that attack.

Lævateinn was forged in the underworld by Loki (who of the Æsir is the one most associated with dwarves) near the doors of death itself, spoken of in the very late Eddic poem Fjölvinsmál. Some historians believe its translation ends with ‘wounding wand’ while others claim it is ‘wounding twig’, similar to the word for magic staff (gambantein). Either way it is this weapon and this weapon only that can kill the golden rooster Víðópnir (which sits in the branches of Yggdrasil and may be tied to Ragnarök, or possibly be another name for Gullinkambi) so that its wing joints (the only things that will suffice) can be used to distract the dogs guarding the flame-encircled castle holding Menglöð, a maiden fated to be married to the hero Svipdagr. The runed weapon awaits within however, protected by the jötunn Sinmara (a storm giant) who will only exchange it for a tail feather from the golden rooster—that can only be harmed by the very same sword, creating a paradoxical task. Its forger and the owner of the chest that contains it can reveal the secrets to bypassing the 9 locks holding its prison closed, although Loki would only ever do so if a cunning price is attached...


LÆVATEINN
Staff, legendary (requires attunement; cost 85,000 gp)
Crafting Components: Tail feather from the golden rooster Víðópnir

Until you are attuned to this staff, it appears to be a rotting quarterstaff or battered longsword. After you have attuned to it however, runes glow along the length of the wood or the blade.

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While wielding it, you can use a bonus action to transform it into a magic longsword or back.

The staff has 10 charges for the following properties. It regains 1d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical weapon (whichever form it is in when the last charge is expended).

While it is in staff form, the runes grant access to magic.

Spell Runes. You can use an action to expend 1 or more of the staff’s charges to activate a rune and cast one of the following spells from it (spell save DC 18, +10 to hit with spell attacks): hideous laughter (1 charge), speak with animals (1 charge), pass without trace (2 charges), dispel magic (3 charges), speak with plants (3 charges), confusion (4 charges), glibness (8 charges). You can also use an action to cast the charm person , disguise self , or vicious mockery spells from the staff without using any charges.

While it is in longsword form, the runes channel magic with less finesse and unleash lethal energies.

Death Rune. You can use a bonus action and 1 charge to activate this rune, causing shadows to flow out from the weapon for 1 minute. These shadows reduce dim light in a 40-foot radius to darkness , and bright light in a 20-foot radius to dim light. While the weapon is shadowed, it deals an extra 2d6 necrotic damage to any target it hits. The shadows last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.

Flame Rune. You can use a bonus action and 1 charge to activate this rune, causing flames to erupt from the weapon for 1 minute. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.

Description

This is definitely not an entry about one of mythology’s greatest liars and manipulators, the master deceiver and traitorous brother of Thor, the Norse trickster god known as Loki!

As is often the case with mythological characters (the Scandinavians especially) there’s multiple sources for information about Loki.

Loki is known as a shapeshifter, and enjoys appearing in various guises, both human and animal.

Loki’s mischiefs were many, and they often had serious consequences. During a game of ‘target practice’ in which the gods enjoyed throwing spears at the invulnerable Baldr, Loki engineered his death by giving the blind god Höðr a spear wrapped in mistletoe, the only substance which could harm thegod.

Loki finally met his end during Ragnarök when he was slain by Heimdallr.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.