Skrímslabók (Norse Monsters)

The Nine Worlds are no stranger to unique and powerful monsters. Over history, many skálds have detailed specific creatures and named monsters, but never has there been a full compiled resource for Demigods. Until now.
Named the Skrímslabók (lit: "Monster Book"), this resource is a book sold at the Hotel Valhalla Gift Shop and held in the Hotel Valhalla Library which details the kinds of monsters that a demigod may face in battle. It's meant to showcase their features for easy identification, as well as their common abilities and traits for easier (read: less backbreaking) disposal.
== Monster Classifications ==
=== Difficulty Rating ===
Monsters are organized by tier based on how dangerous they are, which can help demigods gauge whether or not they're fit to take one on.
* Low: Any demigod with a weapon and enough bravery can slay one; it's when there's more of them that they become a problem.
* Mid: They can be a challenge for a single demigod, but with a small group one can easily be taken down. Again, more monsters = more problems.
* High: These will often cause a problem for a small group of demigods, but a medium to large size group can stand toe-to-toe with it.
* Grand: Often in-line with a rarer specimen, these are often apex predators, and know how to fight. Even large groups could struggle.
* Prime: The best of the best when it comes to monsters. These should be avoided at all costs.
* Cataclysm: This very rare distinction is given to very powerful beings who have the ability to cause, beckon, or contribute to Ragnarok. Often named creatures.
As a rule of thumb, if there are 3 of any kind of monster, their overall difficulty rating will go up by one tier. Three Low-Tier monsters will equate to one Mid-Tier monster.
=== Rarity ===
Some monsters are rarer than others, and this is based both on distribution and population.
* Common: As common as you may see a squirrel.
* Uncommon: As common as you may see a moose, or a bald eagle.
* Rare: As common as you may see a rainbow.
* Very Rare: As common as you may see a four leaf clover.
* Extraordinary: Very, very rare. Hardly ever seen.
* One of a Kind: One of a Kind; only one exists at any given time, or it's a named creature.
* Endangered: Sort of a sub-distinction, but this refers to any endangered creatures. If slain, they must be treated with extra care, and every part of their body must be used or at least taken for later use, lest anyone involved face the wrath of the gods. 
== By Alphabet ==
=== Bb ===
Brunnmigi
* Meaning "pees in a well", the Brunnmigi are large furry creatures who often take the form of a blue fox-wolf-bear mix. They are known, as their name implies, to defile wells and become territorial around them, posing a threat to any locations that might use a classic ground well.
* They have no major abilities or powers, except that their urine is known to curse the wells that it defiles. Those who drink from the well will often fall ill and inevitably die unless the Brunnmigi is slain or the ailment is cured by a powerful cure disease potion. 
* Brunnmigi are diurnal creatures, meaning they're more active during the day.
* They can be found in Midgard, Alfheimr, Vanaheimr, and rarely in Jotunnheimr.
* They are considered a Mid-Tier monster.
* Rarity: Uncommon. Often found around wells.
* Drops:
** Anything harvestable from its body.
=== Dd ===
Draugr
* These are not like your Hollywood zombies, no. Draugr, also known as Draug or Draugar, are the reanimated corpses of a malicious or unpleasant person who was not buried in the proper way. Draugr live in their graves or--if it was a group burial--in barrows, until they can make their way out of their burial site and begin to walk again. They appear as rotting humanoids that have black or blue skin clinging on to dirty bones and withered flesh. They smell awful, like a decaying body, which is often the only way you can tell they're around.
* Draugr possess superhuman strength, as well as a silent kind of movement. They can shapeshift to make themselves bigger. Though not a conscious ability, when many draugr are active in an area--often in a barrow--they will cause disease in the surrounding area.
* Draugr are nocturnal, but can be active during the day.
* They can be found in Midgard most commonly, but can be found anywhere a resentful human has been buried. In Helheimr, there are so many Draugr that one cannot count them.
* They are considered a Mid-Tier monster.
* Rarity: Rare.
* Drops:
** The body has nothing to harvest, it crumbles to dust.
** Any weapons or armor it might've left behind after dying.
=== Ll ===
Landvættir
* Landvættir are spirits of the land, dedicated to its protection. They are closely associated with specific locations and their wellbeing is presented as being required for the land they inhabit to be fruitful. Landvættir are often deeply connected to a particular place and are willing and able to harm people who live there if the landvættir do not consider them welcome. They often appear as humanoids made out of tree limbs and leaves, but occasionally can be more corporeal and have a normal human body with greenish-tinged skin and leafy hair.
* Landvættir have very powerful nature seiðr when in their area of influence to protect their home, but when taken away from that land they're effectively powerless.
* Landvættir are usually dormant until their land is disturbed, but large communities of Landvættir will often wake up to socialize with each other around bodies of fresh water.
* They can be found in Midgard, Vanaheimr, Jotunheimr, and very rarely in Niflheimr.
* They are considered a High-Tier monster.
* Rarity: Uncommon.
* Drops:
** Anything that can be harvested from their body.
** A taproot, a powerful magical plant used as an ingredient in rituals, potions, and other magic. 
Lindworm
* A lindworm, also spelled lindwyrm or lindwurm, is a type of dragon-like creature. It has a long, serpent-like body that it snakes through the stumps of trees with. There are said to be two kinds of lindworm, a good one, associated with luck, and a bad one, a dangerous man-eater which will attack humans on sight. A lindworm is known to swallow its tail, turning itself into a wheel, so it can quickly pursue distant victims without needing to sneak up on them.
* One power that a lindworm has is that everything that lies under the lindworm will increase as the lindworm grows. A young lindworm on a small bounty of treasure might end up with enough gold to make Sif's beautiful hair look insignificant. Rarely a lindworm may have some kind of elemental breath weapon.
* Lindworms are diurnal, meaning they're more active during the day.
* They can be found in Midgard, Vanaheimr, and Jotunheimr. Occasionally, special elemental variants can be found in Muspelheimr or Niflheimr.
* They are considered a Grand-Tier monster.
* Rarity: Rare.
* Drops:
** Anything that can be harvested from their body.
*** Lindworm scales are resistant to fire.
** Any spoils the lindworm may have as part of its hoard.
Lyngbakr
* Lyngbakr are massive whale-like sea creatures who have an island on their back. They would often--unintentionally--bait sailors into landing on their backs, only to sink into the ocean and drown them. They were occasionally entrapped by particularly powerful and awful Norse kings in inlet bays, chained in place so the king could build a palace on its back as a show of might. They appear like massive whales, easily twice the size of a blue whale, and over time would grow their island so that each one was unique. Some would be rigid and mountainous, while others would be as serene as a heather-covered meadow. The island only starts to grow in its late juvenile stages.
* The Lyngbakr has no notable powers. However, if the island it has on its back grows heather flowers, it means that monsters cannot approach it.
* They are diurnal, and at night they will float at the surface to sleep, unintentionally giving sailors a place to land for the night as well.
* They can be found in the oceans of Midgard and Vanaheimr.
* They are considered a Low-Tier monster.
* Rarity: Extraordinary. They are also endangered due to whalers mistaking their young for adult blue whales.
* Drops:
** Anything harvestable from its body.
** Anything harvestable from its island. (Can be harvested without killing the Lyngbakr, and does not count for making use of the whole body, since it's not part of its body.)
** Its fat can be used as lantern oil, which will burn twice as long. (Can be harvested (inhumanely) without killing the Lyngbakr.)
=== Mm ===
Marmennill
* Marmennill (also marmandill, marbendill, or margmelli) are mermen that are often accidentally caught at sea by fishermen in Norse sagas. They are known to sit on rocks on coasts or in shallows and laugh at people that they see acting foolishly.
* Marmennill are able to see the future or reveal hidden knowledge, being one source of prophetic knowledge in the Norse world.
* They are diurnal creatures, meaning they're more active during the day.
* They can be found in bodies of saltwater in Midgard, Vanaheimr, Jotunheimr, and occasionally in the runoffs of Svartalfheimr.
* They are considered a Low-Tier Monster.
* Rarity: Uncommon.
* Drops:
** Anything harvestable from its body.
=== Nn ===
Nixie
* The Nixie (also known as a Nixy, Nix, Näcken, Nicor, Nøkk, or Nøkken) are humanoid, and often shapeshifting water spirits who played enchanted songs on the violin, luring people into lakes to drown. They're made completely out of water, rarely with seaweed hair, and when not appearing as a human they most commonly take the shape of shapeless water or a horse.
* They have a song that can enthrall people, especially children and those of the opposite sex to the Nixie, and lure them to the water where they will then attack the helpless people. This can be negated with ear plugs, like the sirens of Greek mythology.
* They are crepuscular, meaning they're most active at twilight and dawn, when people are the most tired and susceptible to their song.
* They can be found in bodies of freshwater in Midgard, Vanaheimr, and Jotunheimr.
* They are considered Mid-Tier Monsters.
* Rarity: Rare
* Drops:
** None; when they're defeated, they dissolve into fresh water.
=== Vv ===
Vantavættir
* Vantavættir are a more malevolent version of the Nixie who often inhabit rivers. They appear solely as horses made entirely out of water, and they attack ships and people who venture too close to bodies of water that have them. They are hostile, in stark contrast to other more passive vættir that protect the natural world.
* Their body has potent magic, and once you touch them, you become stuck to their watery body. Afterwards you get dragged into the water and drowned, unless you can defeat the creature.
* They do not have a sleep cycle, they are active at all times.
* They can be found in bodies of freshwater, particularly rivers, in Midgard, Vanaheimr, and Jotunheimr.
* They are considered High-Tier Monsters.
* Rarity: Rare
* Drops:
** None; when they're defeated, they dissolve into fresh water.
=== Ww ===
Wight
* Wights are a particularly strong form of Draugr, who are often the result of kings or other nobles becoming Draugr. They often reside in grand burial sites with dozens of Draugr inside, protecting their king. Wights and their court of Draugr, uniquely, do not move from their burial sites, as they exist solely to protect their treasure.
* Wights have all the same abilities as a normal Draugr. In addition, they cannot be affected by normal weapons. They can only be killed by wrestling it back into its grave (upon which it is laid to rest), burning the draugr, tossing it into the ocean, or other unconventional ways. Iron can injure a Wight, but it cannot sufficiently kill it.
* Wights are cathemeral, meaning they are active sporadically, but are often active at night.
* They can be found in Midgard most commonly (usually in the Nordic homeland), but can be found anywhere a king has been buried, should he be a malicious one. Unlike their common cousins, they cannot be found very commonly in Helheimr.
* They are considered a High-Tier monster, but since they're often accompanied by their Draugr subjects, they can easily be bumped to Grand if approached carelessly or unexpectedly.
* Rarity: Extraordinary.
* Drops:
** The body has nothing to harvest, it crumbles to dust.
** Any weapons or armor it might've left behind after dying.
** Anything left behind in its treasure hoard.
== Named Monsters ==
All monsters here are at least Prime-Tier, and cannot be encountered in backstories under any circumstances, even if their specific type of creature could ordinarily do so. They're one of a kind and they're too strong.
Unlike normal monsters, these monsters can reform, so long as their name is remembered. Unlucky for you, silly demigod, the internet exists, and many of these are named in bedtime stories throughout the Nine. This is usually through a sort of "history repeats itself" situation, where a different creature will undergo the same situation and in doing so invoke the spirit of the original, who will then possess them and be reborn once again.
Fáfnir
* Fáfnir was once a dwarf but, consumed by his greed, became a wyrm after killing his father and stealing a weregild that his father had promised to the gods. He is a large, flightless, dragon with a long lizard-like body easily fifty feet from nose to tail. Large spikes, bigger than a short sword, line the creature's back on its spine. Its lips are eerily expressive, like a humanoid's, despite being transformed into a dragon.
* Current Location: Unknown. 
== Trivia ==
* Unlike Greek or Roman monsters, which dissolve and fade into Tartarus to reform when slain, Norse monsters are as mortal as you are. They will not reform, only reproduce, and they will not dissolve when killed. To get their drops, you need to know what you're doing and you need to know what they have.
** It is customary, when slaying a Norse monster, that once you finish harvesting whatever you need from it, you either bury it, eat it, or if you're qualified (either through priesthood or by a godly parent associated with death or the dead) give a writ of passage so their body can then dissolve and be given back to Ginnungagap for their energy to be reused. Those who do not may incur punishment from gods, especially those who hold those monsters dear or sacred.
Category:Norse