Hel

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Hel

Hel is the goddess of death and the queen of Helheim, the underworld. She receives the spirits of those who die by diseases and old age, locking them behind the impregnable walls and gates of Nifleheim, the land of mists. She has great possessions there; her walls are exceeding high and her gates great. Her hall is called Sleet-Cold; her dish, Hunger; Famine is her knife; Idler, her thrall; Sloven, her maidservant; Pit of Stumbling, her threshold, by which one enters; Disease, her bed; Gleaming Bale, her bed-hangings. Located beneath the roots of Yggdrasil, Nifleheim is not a realm of eternal punishment. Nevertheless, it is not a pleasant place, either. It is a land of eternal cold, mist, and darkness.The path to Hel is known as the Helveg and their gates Helgrindr. Here Hel's watchdog Garm is fastened.

Hel can cause plagues and pestilence upon Midgard with a wave of her hand. Any mortal looking upon her face falls ill.

She is the daughter of Loki and Angrboda – a giantess – and thus sister of the Fenris and the sea serpent Jormungandr.When Odin became aware of the existence of Loki's children, he banished them to remote places. Hel he cast down to her realm in the underworld and gave her authority over all those in the world who do not die gloriously in battle but of sickness or of old age.

In her true form, Hel is a statuesque woman completely flesh-colored on the left side of her body and blue-black on the right side. The flesh side of her face has no features.

Role-playing Notes

Hel is a grim and fierce goddess, mercilessly striking down those who offend her. Occasionally, she finds a mortal man attractive and will send her minions to fetch him.

Orginally posted by Palindrome

As seen in Palindrome's thread at Dicefreaks

Hel

Daughter of Loki, Queen of the Wretched Dead
Intermediate Deity
Symbol :
A woman’s head rotting on the left side
Home Plane: Niflheim
Alignment: Neutral evil
Portfolio: Dishonorable death
Worshipers: Frost giants, cold-using clerics/mages
Cleric Alignments : NE, CE, CG, NG
Domains : Cold, Evil, Death
Favored Weapon : “Frigid Grasp of the Grave” (unarmed strike)

Duties of the Priesthood : All priests of Hel must be women. Those of good alignment generally devote themselves to placating the goddess for the good of their village. Those of evil alignment use their powers for the acquisition of personal power. Both alignments are called upon to supervise the burial or cremation of the dead.

Hel
Cleric 30/Necromancer 20/Pale Master 10
Medium outsider (evil, extraplanar)
Divine Rank 15
Hit Dice 30d8 (cleric) plus 20d4 (necromancer) plus 10d4 (pale master) plus 780 (1140 hp)
Initiative +21 (+13 Dexterity, +8 Superior Initiative)
Speed 60 ft.
Armor Class 80 (+30 natural, +15 divine, +13 Dexterity, +12 deflection), touch 50, flat-footed 66
Base Attack/Grapple +35/+47
Attack +66 “Frigid Grasp of the Grave” or melee touch +62 or ranged touch +63
Full Attack +66/+61/+56/+51 “Frigid Grasp of the Grave” (1d4 plus +1d6 (wounding) plus +3d6 (cold) plus +12/20/x2 plus +6d6 (cold)) or melee touch +62 or ranged touch +63
Space/Reach 5 ft./5 ft.
Special Attacks animate dead 1/day (animate 58 HD, control 116 HD), control undead, salient divine abilities, spells, spell-like abilities, turn undead/outsiders 15/day, undead graft (paralyzing touch, weakening touch, degenerative touch, destructive touch, deathless master’s touch)

Special Qualities
Darkvision 60 ft., deathless mastery, deathless vigor, divine aura (1500 feet, DC 34), divine immunities, DR 25/epic and mithril, godly realm (10 miles outer plane, 1500 ft. Material Plane), greater teleport at will, plane shift at will, remote communication, resistance (acid) 19, speak, and read all languages and speak directly to all beings with 15 miles, SR 77, tough as bone, undead armor affinity, undead cohort, undead graft
Saves Fort +60 Ref +55 Will +62
Abilities Strength 34 Dexterity 37 Constitution 36 Intelligence 38 Wisdom 40 Charisma 35
Skills Appraise +34 (+38 alchemical preparations, sculpture, ships), Bluff +57, Concentration +83, Craft (alchemy) +64, Craft (sculpting) +64, Craft (shipbuilding) +69, Decipher Script +69, Diplomacy +85 (+100 Giants), Disguise +57 (+59 observed in character), Hide +61, Intimidate +61 (+76 Giants), Knowledge (Arcana) +92, Knowledge (architecture and engineering) +59, Knowledge (history) +69, Knowledge (nature) +81, Knowledge (the planes) +84, Knowledge (religion) +95, Listen +70, Move Silently +68, Profession (mortician) +70, Search +49 (+53 find hidden doors/secret compartments), Sense Motive +60, Spot +60, Spellcraft +98, Survival +43 (+45 find/follow tracks, +47 aboveground, +49 extraplanar)
Feats Corrupt Spell, Empower Spell, Energy Admixture (cold), Energy Substitution (cold), Enlarge Spell (B), Eschew Materials, Extend Spell (B), Fell Drain, Greater Spell Focus (necromancy) (B), Heighten Spell (B), Improved Initiative, Maximize Spell, Quicken Spell (B), Scribe Scroll (B), Skill Focus (Knowledge - religion), Still Spell, Weapon Focus (unarmed strike)
Epic Feats Enhance Spell, Epic Spellcasting (B), Expeditious Metamagic, Ignore Material Components (B), Improved Heighten Spell, Improved Metamagic(x2), Multispell, Negative Energy Burst, Superior Initiative, Undead Mastery, Zone Of Animation (B)
Salient Divine Abilities Automatic Metamagic (Energy Substitution-cold), Automatic Metamagic (Quicken Spell), Automatic Metamagic (Still Spell), Divine Inspiration (dread), Divine Spellcasting, Energy Burst (15d8 points of cold damage), Energy Storm (cold, 15 points of cold damage/15 points of unholy damage, 150 ft.), Epic Weapon Focus (unarmed strike), Frigid Grasp of the Grave*, Frightful Presence (reveal rotting half of head, Will save DC 37), Hand of Death (Fort save 47), Hel’s Arm*, Lay Curse (Will save DC 37), Life Drain (150 ft. radius, 10 ft. high, Will save DC 37), Power of Nature (15 mile radius), Supreme Initiative, Undead Mastery, Whispers of the Dead*, Wound Enemy
*Unique abilities; described below.
Environment Niflheim
Organization Hel and Cohort (Dyggvi) or Hel and Honor Guard (2-4 Corpse Frost Giant barbarians) Nightmare, Cauchemar
Challenge Rating 56
Treasure Adamant Ring
Alignment Neutral Evil
Advancement --
Level Adjustment

Alter Reality

- Hel can use the wish spell with regard to her portfolio, save for the replication of other spells. This ability costs Hel no XP, and requires a standard action to implement. Hel may alter her size between Tiny and Gargantuan and create avatars.

- Divine Immunities: Ability damage, ability drain, cold, death effects, disease, disintegration, energy drain, fire, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.

- Domain Powers: Rebukes fire creatures/commands cold creatures 15/day; casts evil spells at +1 level; may make a death touch 1/day that kills beings with fewer than 30d6 hp

- Spell-Like Abilities At will: animate dead, blasphemy, cause fear, chill touch, chill metal, cone of cold, control weather, create undead, create greater undead, death knell, death ward, desecrate, destruction, dispel good, magic circle against good, ice storm, Obedient Avalanche, polar ray, protection from good, slay living, sleet storm, summon monster IX (evil monsters only), wail of the banshee, wall of ice, unholy aura, unholy blight. Hel uses these abilities as a 75th level caster, except for evil spells, which she uses as a 76th-level caster. The save DCs are 48 + spell level.

Arm of Hel (Unique Salient Divine Ability): Any spell that channels positive or negative energy to either inflict or cure that is cast at Hel is instead absorbed harmlessly by her necrotic left arm. For every ten points of damage absorbed by her dead arm in this manner, she may add 1 point of damage per level to any inflict spell that she in turn casts within the next 12 rounds.

Frigid Grasp of the Grave (Unique Salient Divine Ability): As a result, Hel may repeatedly strike with her own chill arms as if with a weapon, giving her the ability to make successive strikes although at a –5 penalty. Her unarmed strikes additionally do 3d6 points of cold damage.

Additionally, should Hel successfully grapple a being, they take 7d6 points of cold damage each round that she is in physical contact with their body. Should a target of Hel’s be reduced to 0 hit points they must make a Fort save DC 55 or else freeze solid in place as the spell flesh to ice. Creatures frozen solid in this manner may only be brought back to life through the casting of ice to flesh by a good-aligned deity of higher divine rank than Hel.

Whispers of the Unquiet Dead (Unique Salient Divine Ability): Hel may fill an area in a 150 foot radius around her with the whispers of the dissatisfied dead, forever unable to escape from her realm. All within hearing must make a Will save DC 47 or else be driven permanently insane from the experience as the spell insanity. Hel may unleash the Whispers of the Unquiet Dead 15/day, and each use of her Whispers lasts for 15 rounds.

- Possessions: Hel wears the Adamant Ring, which is believed to have been a gift to her from her father, Loki, in the intervening time after she was cast into Niflheim and before Loki himself was imprisoned by the rest of the Aesir. The Adamant Ring is a white double band of adamantine formed into a complex knot, with the beginning and the end of the knot being designed in the shape of a serpent’s head devouring it’s own tail as a symbol of her brother, Jormungandr. The Adamant Ring functions as a ring of spell turning against all divine spells cast by clerics of the Aesir and provides her with a +15 profane bonus to all Diplomacy and Intimidate checks when dealing with Giants from her own pantheon. This bonus has been included in her statistics. The Adamant Ring is a minor Artifact.

Other Divine Powers
- As an intermediate deity, Hel gets a result of 20 on any check if she is required to make one at all and treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.

- Senses: Hel can see (using normal vision or Low-Light Vision), hear, touch, and smell at a distance of 15 miles. As a standard action, she can perceive anything within 15 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend his senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 8 hours.

- Portfolio Sense: Hel senses the death of any mortal in a manner that shall bring them to her halls of the dead 15 weeks in the past.

- Automatic Actions: Hel can use any skill related to her portfolio, such as Knowledge (religion) to identify undead as a free action if the DC for the task is 25 or lower. She can perform up to ten such free actions each round.

- Create Magic Items: Hel can create any kind of magic item worth less than 200,000 gp if it can be used to control or summon the dead, or can be used to spread the chill of the grave among the living.

Clerical Spells (0th-15th level) (Sp): Spells/day: 6/9+1/9+1/9+1/8+1/8+1/7+1/7+1/6+1/6+1/3/3/2/2/2/2 Hel casts her Clerical spells at 30th level and at 45th level for the purposes of Spell Penetration. Saving throws against Hel’s clerical spells is DC 25 + spell level. The saving throw DC’s are Wisdom-based. Hel may cast 8 epic spells/day with a maximal Spellcraft DC of 108. Hel may additionally rebuke undead 15/day, and command 300 HD of undead creatures. Hel’s rebuking roll is 1d20 plus +20, and her roll to dispel turning is 2d6 plus +44.

Typical Clerical Spells Chosen: 0th level: create water, inflict minor wounds, No Light(x2), read magic, mending.

1st level: curse water, Deathwatch(x2), doom, inflict light wounds(x3), obscuring mist(x2), cause fear *.

2nd level: Augury, Inflict Moderate Wounds, Sap Strength, shatter, extended Sorrow(x2), undetectable alignment, Wave of Grief(x2), death knell *.

3rd level: bestow curse(x2), blindness/deafness, Eyes of the Zombie(x4), extended Wither Limb, Wrack, animate dead *.

4th level: discern lies, divine power, dimensional anchor, divination, empowered love’s pain(x2), sending, extended Vile Lance, ice storm *.

5th level: enlarged consumptive field, forbidden speech, extended imbue with spell ability, Fell Drain inflict critical wounds(x2), maximized inflict light wounds(x2) (mass), true seeing, slay living *.

6th level: banishment, Forbiddance, greater dispel magic(x2), harm, Fell Drain inflict moderate wounds (mass), maximized inflict moderate wounds, (mass), create undead *.

7th level: heightened dimensional anchor, enlarged harm(x2), inflict serious wounds(x3) (mass), Wretched Blight, destruction *.

8th level: antimagic field, dimensional lock, Earthquake, extended energy ebb, extended ethereal jaunt, maximized inflict serious wounds (mass), polar ray *.

9th level: enlarged antimagic field, astral projection, extended evil weather, gate, maximized inflict critical wounds (mass), soul bind, wail of the banshee *.

10th level: heightened harm, heightened Imprison Soul,

11th level: heightened wail of the banshee

12th level: empowered, maximized energy drain(x2).

13th level: enlarged, Fell Drain, maximized inflict critical wounds(x2) (mass).

14th level: heightened wail of the banshee(x2).

15th level: extended, heightened (to 14th level) energy ebb, heightened Imprison Soul.

epic spells known: animus blizzard, demise unseen, epic counterspell, momento mori, servants of the void, soul scry, superb dispelling, word of death

* Domain Spell.

Necromancer Spells (0th-14th level) (Sp): 4/8/8/7/7/7/7/6/6/6/3/2/2/2/2 Hel casts her Necromantic spells at 29th level and at 44th level for the purposes of Spell Penetration. Saving throws against Hel’s Necromantic spells is DC 24 + spell level. The saving throw DC’s are Intelligence-based. Hel’s prohibited school is Enchantment, and all of Hel’s spells are cold-substituted, quickened, and stilled.

Typical Necromantic Spells Chosen:

0th level: mage hand(x2), ray of frost, touch of fatigue.

1st level: Bestow Wounds(x2), chill touch(x2), ray of enfeeblement, True Strike(x2), unseen servant.

2nd level: Mirror Image, Resist Energy(x2), Sap Strength, spectral hand(x3), Wither Limb.

3rd level: clairaudience/clairvoyance, Curse of the Putrid Husk, fireball, haste, slow, vampiric touch(x2).

4th level: enervation(x2), Fell Drain lightning bolt(x2), phantasmal killer, Psychic Poison, wall of ice.

5th level: corrupted ice storm, mirage arcana, night’s caress, extended solid fog, Soul Shackles, telekinesis, Wall of Force.

6th level: Fell Drain cone of cold(x2), freezing sphere, greater dispel magic(x2), corrupted, energy-admixted lightning bolt, corrupted, enhanced lightning bolt.

7th level: enlarged acid fog, corrupted chain lightning, energy ebb, empowered fireball (delayed blast), project image, scrying (greater).

8th level: cold-admixted chain lightning, extended energy ebb, evil weather, heightened eyebite, maze, Trap the soul.

9th level: mage's disjunction, corrupted horrid wilting, imprisonment, empowered polar ray, wail of the banshee, wish.

10th level: empowered energy drain, enhanced horrid wilting, extended time stop.

11th level: empowered, heightened (to 10th level) energy drain, maximized, empowered horrid wilting.

12th level: heightened energy ebb, enhanced, empowered horrid wilting.

13th level: maximized, enhanced horrid wilting, corrupted, maximized polar ray.

14th level: corrupted, enhanced, maximized polar ray, empowered, heightened (to 10th level), maximized energy drain.

Deathless Vigor (Ex): Hel gains a +4 bonus on Fortitude saves except against effects that also work on objects.

Tough as Bone (Ex): Hel is immune to disease, nonlethal damage, and stunning.

Undead Graft (Su): Hel’s prosthetic left arm is a hideous and nearly skeletal monstrosity which grants her a +4 bonus to her Strength score. Her graft allows her to deliver horrible touch attacks three times a day. She must decide that she is using this attack before making the attack roll; a failed attack roll still expends that use of the ability. Each time she makes a touch attack with this ability, she can select from any of the effeects described below. The save DC for her touch attacks is 32.

Paralyzing Touch: Any living creature except for an elf that Hel touches must succeed on a Fort save or else be paralyzed for 1d4+1 rounds.

Weakening Touch: A living foe hit by Hel’s touch attack takes 1d6 points of Strength damage (no save). A creature reduced to Strength 0 dies.

Degenerative Touch: A living foe hit by Hel’s touch attack receives one negative level (no save) and must make a Fort save 24 hours later to avoid losing the level permanently.

Destructive Touch: A living foe hit by Hel’s touch attack must succeed at a Fort save or else take 1d6 points of Constitution drain.

Deathless Master’s Touch: A living foe up to one size category greater than Hel must succeed at a Fort save or die. A slain creature automatically animates 1 round later as a zombie and is under Hel’s control as if she had animated it. undead created using this power do not count against her HD total for controlling undead.

Deathless Mastery (Ex): Due to Hel’s half-mummified and degenerate body, Hel is immune to Paralysis, sleep effects, death effects, critical hits, ability drain, energy drain, and physical ability damage.

Avatars: The duality that characterizes Hel’s true form will be replicated one way or another in all of her avatars. As such, all of them will possess something wrong with their left arms, whether it’s withered, skinned, or even skeletal, and a similarly scarred face. A second commonality in terms of all of Hel’s Avatars is that on a Spot check it can be noticed that on her good arm, it’s fingernails are all missing. This is because she has contributed them to the Ships of the Dead, just as with the endless hordes of undead that eternally serve her and shall be unleashed during Ragnarok. Hel’s Avatar is almost always accompanied by a group of five Corpse Frost Giant barbarians, which were presented to her from Thrym and presumably as punishment for the giants involved.

Hel’s Avatar
Medium outsider (evil, extraplanar)

Divine Rank

0
Hit Dice 14d8 (cleric) plus 10d4 (necromancer) plus 6d4 (pale master) plus 390 (566 hp)
Initiative +18 (+10 Dexterity, +8 Superior Initiative)
Speed 60 ft. (12 squares)
Armor Class 43 (+15 natural, +10 Dexterity, +8 deflection), touch 23, flat-footed 33
Base Attack/Grapple +18/+24
Attack +25 “Frigid Grasp of the Grave” or +26 melee touch or +28 ranged touch
Full Attack +25/+20/+15/+10 “Frigid Grasp of the Grave” (1d4 plus +3d6 (cold) plus +8/20/x2 plus +6d6 (cold)) or +26 melee touch or +28 ranged touch
Space/Reach 5 ft./5 ft.
Special Attacks animate dead 1/day (animate 30 HD, control 60 HD), control undead, Domain powers, salient divine abilities, spells, spell-like abilities
Special Qualities Darkvision 60 ft., divine aura (1500 feet, DC 18), divine immunities, DR 10/epic, greater teleport at will, plane shift at will, resistance (electricity) 5, rebuke undead 11/day, SR 47, undead armor affinity
Saves Fort +26 Ref +20 Will +16
Abilities Strength 27, Dexterity 30, Constitution 30, Intelligence 29, Wisdom 32, Charisma 27
Skills Appraise +14 (+16 alchemical preparations, sculpture, ships), Bluff +18, Concentration +25, Craft (alchemy, sculpting) +19, Craft (shipbuilding) +24, Decipher Script +16, Diplomacy +23 (+38 against Giants), Disguise +18 (+20 observed in character), Hide +18, Intimidate +20 (+35 against Giants), Knowledge (Arcana) +39, Knowledge (architecture and engineering) +24, Knowledge (history) +19, Knowledge (nature) +25, Knowledge (the planes) +26, Knowledge (religion) +45, Listen +26, Move Silently +20, Profession (mortician) +21, Search +10 (+12 find hidden doors/secret compartments), Sense Motive +21, Spot +21, Spellcraft +34, Survival +16 (+18 aboveground, extraplanar, find/follow tracks)
Feats Corrupt Spell, Enlarge Spell (B), Energy Substitution (cold), Eschew Material Component, Extend Spell (B), Fell Drain, Greater Spell Focus (Necromancy), Heighten Spell, Improved Initiative, Scribe Scroll (B), Skill Focus (Knowledge-religion), Spell Focus (Necromancy), Weapon Focus (unarmed strike)
Epic Feats Superior Initiative
Salient Divine Abilities Arm of Hel (8 rounds), Frigid Grasp of the Grave, Hand of Death (Fort save DC 28)
Environment Any/underground
Organization Solitary (unique)
Challenge Rating 29
Treasure Adamant Ring
Alignment Neutral evil
Advancement --
Level Adjustment

Divine Immunities: Ability damage, ability drain, mind-affecting effects.

Domain Powers: Rebukes fire creatures/commands cold creatures 11/day; casts evil spells at +1 level; may make a death touch 1/day that kills beings with fewer than 14d6 hp

Spell-Like Abilities 3/day: animate dead, blasphemy, cause fear, chill touch, chill metal, cone of cold, control weather, create undead, create greater undead, death knell, death ward, desecrate, destruction, Dispel Good, magic circle against good, ice storm, Obedient Avalanche, polar ray, protection from good, slay living, sleet storm, summon monster IX (evil monsters only), wail of the banshee, wall of ice, unholy aura, unholy blight. Hel’s Avatar uses these abilities as a 30th level caster, except for evil spells, which she uses as a 31st-level caster. The save DCs are 18 + spell level.

Clerical Spells (0th-7th level) (Sp) Spells/day: 6/8+1/8+1/7+1/6+1/5+1/5+1/4+1 Hel’s Avatar casts her Clerical spells at 14th level. Saving throws against Hel’s Avatar’s clerical spells is DC 21 + spell level. The saving throw DC’s are Wisdom-based. Hel’s Avatar may additionally rebuke undead and outsiders 11/day. Hel’s Avatar’s rebuking roll is 1d20 + 13, and her roll to dispel turning is 2d6 + 23.

Necromancer Spells (0th-8th level) (Sp): 4/7/6/6/6/6/4/3/2 Hel’s Avatar casts her Necromantic spells at 15th level. Saving throws against Hel’s Avatar’s Wizard spells is DC 19 + spell level, except for Necromantic spells which have saving throw DC’s of 21 + spell level. The saving throw DC’s are Intelligence-based. Hel’s Avatar’s prohibited school is Enchantment.

Deathless Vigor (Ex): Hel’s Avatar gains a +4 bonus on Fortitude saves except against effects that also work on objects.

Undead Graft (Su): Hel’s Avatar’s prosthetic left arm is a hideous, skeletonized monstrosity which grants her a +4 bonus to her Strength score. Her graft allows her to deliver horrible touch attacks once a day. She must decide that she is using this attack before making the attack roll; a failed attack roll still expends that use of the ability. Each time she makes a touch attack with this ability, she can select from any of the effeects described below. The save DC for her touch attack is 24.

Paralyzing Touch: Any living creature except for an elf that Hel’s Avatar touches must succeed on a Fort save or else be paralyzed for 1d4+1 rounds

Roleplaying Elements from

Liber Mysterium

The Netbook of Witches and Warlocks

By Timothy S. Brannan and The Netbook of Witches and Warlocks Team

Full netbook can be found on the followng website

Dom of D20 / D&D 3e Netbooks and Downloads.

Image Tara Ryzebol.

Image Tara Ryzebol.

One side of Hel’s face was that of a beautiful woman. The other half was that of a rotting corpse, green and black, or of a skull. She ruled the realm of Niflheim, a huge black canyon in icy mountains, where those who did not die gloriously in battle went when their span of life was up. Niflheim was not burning but icy cold, filled with sleet, icy slush, cold mud and snow. Garm, the horrible hound whose breast was splattered with the blood of the dead, guarded the entrance. Her hall was called Damp-With-Sleet. Her plate was Hunger, Her knife Famine; Her two servants were both called Slow-Moving. Her bed was Sick-Bed, the stone at the entrance to her hall Drop-to-Destruction. So the Vikings described Her and Her home. Though the Vikings regarded her with horror, the common people worshipped her.

Alignment: NE

Areas of Influence: Death, Destruction, Evil

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