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Hermóðr rides to Hel on Sleipnir. He meets Hel and Baldr.

Hermóðr rides to Hel on Sleipnir. He meets Hel and Baldr.

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Deities & Demigods

By Rich Redman, Skip Williams, James Wyatt

Messenger of the Gods, the Nimble
Winged scroll
Home Plane: Asgard
Alignment: Chaotic neutral
Portfolio: Luck, communication, freedom
Worshipers: Bards, messengers, heralds, travelers, elves, Halflings, half-elves
Cleric Alignments: CE, CG, CN
Domains: Chaos, Luck, Travel
Favored Weapon: rapier

Baldr's brother and a son of Odin in addition to being the gods’ messenger, Hermod the Brave escorts the souls of the dead to the underworld. Hermod is the messenger who volunteered to Odin to find out what ransom Hel would accept to return Baldr to Ásgarðr.

Hermod rode Odin's horse Sleipnir for nine nights though deep and dark valleys to the Gjöll bridge covered with shining gold, the bridge being guarded by the maiden Móðguðr 'Battle-frenzy' or 'Battle-tired'. Móðguðr told Hermod that Baldr had already crossed the bridge and that Hermóðr should ride downwards and northwards.

Upon coming to Hel's gate, Hermod dismounted, tightened Sleipnir's girth, mounted again, and spurred Sleipnir so that Sleipnir leapt entirely over the gate. So at last Hermod came to Hel's hall and saw Baldr seated in the most honorable seat. Hermod begged Hel to release Balder, citing the great weeping for Baldr among the Æsir. Thereupon Hel announced that Baldr would only be released if all things, dead and alive, wept for him.

Baldr gave Hermod the ring Draupnir which had been burned with him on his pyre, to take back to Odin. Nanna gave a linen robe for Frigg along with other gifts and a finger-ring for Fulla. Thereupon Hermod returned to the upper world with his message.


Hermod’s cult focuses on endurance and physical fitness. It teaches marksmanship, fencing, steeplechase horse racing, foot races of all sorts, and swimming to its members, believing these are key skills for those who must deliver messages.

Clergy and Temples

Clergy of Hermod rarely stay in one village for long. They’re often found while traveling to a differen temple, wearing sturdy garb and enjoying their journey. Junior members of the clergy carry messages from noble to noble, village to village, or temple to temple. They are quick to lend aid to travelers in distress.

Hermod’s temples are generally collections of several smaller buildings. In addition to a main hall, most have a training hall and a stable. Many stand near lakes or rivers where the faithful can practice their swimming skills.

Visitors to Hermod’s temples receive warm welcomes and a genial, but thorough, interrogation about travel conditions, gossip, and information about places the visitors have been. If they readily and honestly
share what they know, the temple plies them with food and drink for as long as the visitors have information to share.

Barbarian 20/Bard 20
Medium-Size outsider
Divine Rank 3
Hit Dice 20d8+320 (outsider) plus 20d12+320 (Bbn) plus 20d6+320 (Brd) (1,480 hp)
Initiative +14 (+10 Dexterity, +4 Improved Initiative)
Speed 70 ft.
AC 46 (+10 Dexterity, +3 divine, +16 natural, +7 deflection)
Attacks +5 speed rapier +59/+59/+54/+49/+44 melee and +5 chaotic keen dagger +55/+50 melee; or spell +50 melee touch or +53 ranged touch
Damage +5 speed rapier 1d6+12/15–20 and +5 chaotic keen dagger 1d4+12/17–20 or by spell
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks Domain powers, salient divine abilities, spell like abilities.
Special Qualities Divine immunities, DR 38/+4 (4/–), fire resistance 23, understand, speak, and read all languages and speak directly to all beings within 3 miles, remote communication, godly realm, teleport without error at will, bardic knowledge +27, bardic music 20/day (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion), uncanny dodge (cannot be flanked, +4 against traps), SR 35, divine aura (30 ft., DC 20), greater rage 6/day.
Saves Fort +51, Ref +45, Will +43.
Abilities Strength 25, Dexterity 30, Constitution 42, Intelligence 25, Wisdom 26, Charisma 25.
Skills Bluff +35, Climb +38, Concentration +43, Craft (metalworking) +25, Craft (stoneworking) +25, Diplomacy +40, Disguise +34, Escape Artist +37, Gather Information +35, Handle Animal +34, Innuendo +35, Intimidate +40, Intuit Direction +39, Jump +38, Knowledge (arcana) +34, Knowledge (geography) +34, Knowledge (history) +34, Knowledge (local) +34, Knowledge (nobility and royalty) +34, Knowledge (the planes) +34, Knowledge (religion) +34, Listen +41, move silently +21, Perform +34, Ride (horse) +39, Sense Motive +35, Spot +13, Swim +38, Wilderness Lore +33.
Feats Alertness, Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Combat Expertise, Fleet of Foot, Improved Critical (rapier), Improved Disarm, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Power Attack, Quick Draw, Run, Spring Attack, Two-Weapon Fighting, Weapon Finesse (rapier), Weapon Focus (rapier), Whirlwind Attack.
Divine Immunities Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation .
Salient Divine Abilities Divine Celerity, Divine Dodge, Power of Luck, Stride.
Domain Powers Cast chaos spells at +1 caster level; 3/day reroll a die roll once after it is made; 3 rounds/day freedom of movement.
Spell-Like Abilities Hermod uses these abilities as a 13th-level caster, except for chaos spells, which he uses as a 14th-level caster. The save DCs are 20 + spell level. Aid, animate objects, astral projection, break enchantment, chaos hammer, cloak of chaos, dimension door, dispel law, entropic shield, expeditious retreat, find the path, fly, freedom of movement, holy aura, locate object, magic circle against law, miracle, mislead, phase door, protection from energy, protection from law, shatter, spell turning, summon monster IX (as chaos spell only), teleport without error, word of chaos.
Greater Rage The following changes are in effect as long as Hermod rages: AC 44; hp 1,660; attacks +62/+62/+57/+52/+47 melee (1d6+15/15–20, +5 speed rapier) and +58/+53 (1d4+15/17–20, +5 chaotic keen dagger); SV Fort +54, Will +46; Strength 31, Constitution 48; Climb +41, Concentration +45, Jump +41, Swim +41. His rage lasts for 22 rounds, and he is not winded afterward.

Bard Spells Known (4/6/6/6/5/5/5; base DC = 17 + spell level):

0—dancing lights, daze, detect magic, ghost sound, light, read magic;

1st—expeditious retreat, identify, mage armor, magic weapon, protection from law;

2nd—blur, bull’s strength, cat ’s grace, hold person, misdirection;

3rd—blink, dispel magic, greater magic weapon, keen edge, scrying;

4th—detect scrying, legend lore, modify memory, rainbow pattern, shout;

5th—contact other plane, dream, mind fog, mislead, persistent image;

6th—control weather, greater scrying, mass haste, plane shift.

Other Divine Powers

As a demigod, Hermod treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Hermod can see, hear, touch, and smell at a distance of three miles. As a standard action, he can perceive anything within three miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to two locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 3 hours.

Portfolio Sense: Hermod can sense any event related to moving or transmitting goods or information that involves one thousand or more people the instant it happens.

Automatic Actions: Hermod can use Diplomacy, Escape Artist, Gather Information, Innuendo, Listen, Ride, or Sense Motive as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions each round.

Create Magic Items: Hermod can create magic items related to communication, movement, travel, or overcoming obstacles, such as a Ring of Swimming, as long as the item’s market price does not exceed 4,500 gp.

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