Odin
Odin — The Encounter
Allfather of the Aesir, raven-crowned spear-king of the slain · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Odin
Hark, and know the Hanged God, who gave an eye at Mimir's well and hung nine nights upon the wind-rocked tree to wrest the runes from death. He is the Allfather, eldest of the Aesir, who from the throne Hlidskjalf sees across all nine realms, and whose ravens Huginn and Muninn return each dusk to murmur the doings of the world into his ear. About him gather the einherjar, the chosen slain he gathers for the last battle, for he knows the hour of its coming and prepares regardless. In his fist rests Gungnir, the spear that fate forbids to miss; once cast, no oath sworn upon it may be broken. Wise beyond all wisdom and grim with foreknowledge, he weighs every life as a thread in a weaving already begun. When the Bileblight of Loki spills its corruption across the realms, it is the Allfather who rallies gods and mortals alike, spear lifted, ravens wheeling, against the rising dark.
Run Odin in Sixty Seconds
- He never gets surprised. The Two Ravens mean Odin always knows where everyone is, even hidden or invisible foes within 120 ft. Do not bother planning an ambush; plan a stand-up fight.
- Open with the throw. Gungnir never misses unless the target hides behind total cover. First round, hurl it at the squishiest key target (healer or controller), then he has it back in hand next turn.
- Kill-priority: his eyes, not his spear. All-Seeing Eye and Read the Runes let him tilt the party's best rolls. The party should break line of sight or blind him; he should use that advantage/disadvantage on whoever swings hardest.
- When bloodied, control the floor. Recharge Words of the Allfather and spend Tide of the Slain to lock down clustered enemies, then keep chipping with legendary Spear Casts so no turn is wasted.
- Three ways to run him: a lone mythic test (drop to T1/T2 numbers, full kit); the flagship of the Bileblight saga with einherjar adds; or a reluctant patron who hurls Gungnir at the party's true enemy and then judges them.
Odin
Large celestial, lawful neutral
CR 11 · 7,200 XP · GUIDELINEThe Two Ravens. Signature. Two spectral ravens, Thought and Memory, circle Odin and feed him all they witness. He has advantage on Wisdom (Perception) checks, cannot be surprised, and is always aware of any creature within 120 feet that he can see or sense, even if hidden or invisible. A creature that ends its turn within 10 feet of Odin and has attacked him that turn has its next attack roll made with disadvantage as the ravens harry it.
All-Seeing Eye. Odin sacrificed an eye for wisdom and reads the threads of fate. Once per turn, when a creature he can see within 30 feet makes an attack roll or saving throw, he can declare that roll made with advantage or disadvantage (no action required).
Magic Resistance. Odin has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Odin makes two attacks with Gungnir.
Gungnir (Spear). Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) radiant damage. A spear thrown by Odin never misses unless the target is behind total cover, and it returns to his hand at the end of the turn.
Words of the Allfather (Recharge 5-6). Odin speaks a galdr of binding fate. Each creature of his choice within 30 feet must make a DC 17 Wisdom saving throw. On a failure, a creature takes 31 (7d8) psychic damage and is restrained until the end of its next turn as runes coil around it; on a success, it takes half damage and is not restrained.
Bonus Actions & Reactions
Allfather's Favor (Reaction). When an ally Odin can see within 30 feet is hit by an attack, Odin grants a boon of victory or death: the ally gains 10 (3d6) temporary hit points, and the triggering attacker takes 10 (3d6) radiant damage.
Legendary Actions (3/Round)
Spear Cast. Odin makes one Gungnir attack.
Read the Runes. Odin learns the current hit points, resistances, and immunities of one creature he can see, and that creature must succeed on a DC 17 Wisdom saving throw or have disadvantage on its next attack roll.
Tide of the Slain (Costs 2 Actions). Odin calls the einherjar. Spectral warriors strike each enemy within 15 feet of him; each must make a DC 17 Dexterity saving throw, taking 21 (6d6) force damage on a failure, or half as much on a success.
A towering, fur-cloaked god-king crowned with a raven-winged helm, one eye dark with sacrifice, levelling the broad-bladed spear Gungnir as his blue cloak streams behind him.
Odin, Bound
Companion · acts on your initiative
Bound · GUIDELINEEight-Legged Stride (signature). Odin, the grey eight-legged steed, ignores difficult terrain and can travel across water, air, and even the roads between realms. Its rider has advantage on saving throws against being knocked prone.
Actions
Trampling Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 5) bludgeoning damage, and a Large or smaller target must succeed on a DC 15 Strength save or be knocked prone.
Reactions
Between Worlds. When targeted by an attack, Odin and its rider can instantly stride 30 feet to an unoccupied space they can see, avoiding the attack if the new space is out of range.
The grey eight-legged steed who gallops the roads between the living and the dead, swiftest of all horses in any realm.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with a thrown Gungnir on the toughest melee threat, then close. Use All-Seeing Eye to ruin the party's biggest attack each round, and save Words of the Allfather for when foes cluster. At this size he is a terrifying mythic capstone for a low-level table; let his ravens warn him so an ambush never lands.
Lead with Words of the Allfather into a clustered party, then Multiattack the restrained spellcaster. Spend Allfather's Favor to keep a downed ally fighting and punish the attacker. Kill-priority is whoever can break concentration on his buffs; pair him with einherjar warriors as the line he commands from behind.
Open by throwing Gungnir (it never misses) at the party's healer, then use Read the Runes legendary actions to strip the boss-killer's options. When bloodied, lean on Tide of the Slain and Words of the Allfather to control the field while spending legendary Spear Casts every round. Kill-priority for the party is shutting down his Two Ravens awareness; he is the flagship here, with Loki and Thor as the saga's counterweights.
Put Odin on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Odin?
Native CR 11 (Tier 3, levels 11-15) as a solo centerpiece boss with legendary actions. Use the T1 line (CR ~2) or T2 line (CR ~6) to drop him into a lower-level table; traits and tactics stay identical, only AC, HP, to-hit, save DC, and damage change.
Can Odin be a companion or ally?
Yes. As the Allfather he makes a formidable mythic patron or temporary ally: lend the party Sleipnir, Bound (his eight-legged steed) for a chase or realm-crossing, or have Odin himself appear for one fight, throwing Gungnir at their true foe and shielding them with Allfather's Favor before judging whether they are worthy of his aid.
Why is Odin a celestial and not a humanoid or fiend?
He is statted as a Large celestial god-king drawn from Norse myth, the public-domain Allfather of the Aesir. His Magic Resistance, truesight, all-language telepathy, and radiant-touched spear all reflect divine power rather than a mortal warrior, so celestial fits both the lore and the trait kit.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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