Uthgar

Father of the Uthgardt

God of the Uthgardt tribes and physical strength

CR 30Lesser deityChaotic neutralUthgardt tribesPhysical strength

Avatar of Uthgar

Large celestial (avatar), chaotic neutral

Armor Class
26 (natural armor)
Hit Points
682 (39d12 + 429)
Speed
70 ft., climb 50 ft.
STRDEXCONINTWISCHA
34 (+12)26 (+8)32 (+11)20 (+5)26 (+8)26 (+8)
Saving Throws
Str +21, Dex +17, Con +20, Wis +17, Cha +17
Skills
Animal Handling +17, Athletics +30, Intimidation +17, Perception +17, Survival +26
Damage Resistances
cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses
truesight 120 ft., passive Perception 27
Languages
all, telepathy 120 ft.
Challenge
30 (155,000 XP)
Proficiency Bonus
+9

Traits

Legendary Resistance (3/Day). If Uthgar fails a saving throw, he can choose to succeed instead.
Magic Resistance. Uthgar has advantage on saving throws against spells and other magical effects.
Battle Father’s Strength. Uthgar counts as Gargantuan when determining his carrying capacity and the weight he can push, drag, or lift. His weapon attacks deal double damage to objects and structures.
Relentless Hunt. Uthgar ignores difficult terrain, and his speed cannot be reduced. He knows the direction of each creature he has damaged within the past 24 hours while it is on the same plane.
Totem Ascendant. At the start of each of his turns, Uthgar chooses one benefit until the start of his next turn: Black Lion grants 40 temporary hit points; Black Raven prevents creatures from gaining advantage against him; Blue Bear grants a +3 bonus to AC; Elk increases his speed by 40 feet; Gray Wolf grants advantage on attack rolls while an ally is within 5 feet of the target; Great Worm grants resistance to acid, cold, fire, lightning, and thunder damage; Griffon grants a flying speed of 90 feet; Red Tiger makes his weapon attacks score a critical hit on a roll of 19 or 20; Sky Pony allows him to take the Dash action as a bonus action; Thunderbeast causes his melee attacks to deal an extra 9 (2d8) thunder damage; or Tree Ghost allows him to move through nonmagical plants without spending extra movement and without taking damage from them.
Feast of the Honored (Mythic Trait; 1/Day). When Uthgar is reduced to 0 hit points, he instead regains 342 hit points, ends all conditions affecting him, and can use his mythic actions for 1 hour. Spectral Uthgardt warriors fill a 60-foot radius around him. That area is difficult terrain for his enemies, and his allies there cannot be frightened.

Actions

Multiattack. Uthgar makes four Totem Axe attacks.
Totem Axe. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 38 (4d12 + 12) slashing damage plus 22 (4d10) force damage.
Hurl the Totem Axe. Ranged Weapon Attack: +21 to hit, range 120/360 ft., one target. Hit: 38 (4d12 + 12) slashing damage plus 22 (4d10) force damage. The axe returns to Uthgar’s hands immediately after the attack.
Battle Father’s Roar (Recharge 5–6). Each hostile creature within 90 feet that can hear Uthgar makes a DC 26 Wisdom saving throw. On a failed save, it takes 44 (8d10) thunder damage and is frightened for 1 minute. On a successful save, it takes half as much damage. A frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Hearty Challenge. Uthgar chooses one creature he can see within 120 feet. Until the start of his next turn, Uthgar has advantage on attacks against that creature, and disadvantage on attacks against other creatures.

Reactions

Methodical Counter. When a creature within Uthgar’s reach misses him with a melee attack, he makes one Totem Axe attack against it.
Strength Answers Strength. When Uthgar or an ally within 30 feet would be pushed, knocked prone, grappled, or restrained, Uthgar allows that creature to make a DC 21 Strength (Athletics) check. On a success, the triggering effect fails.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Hunter’s Advance. Uthgar moves up to half his speed without provoking opportunity attacks.
Totem Blow (Costs 2 Actions). Uthgar makes one Totem Axe or Hurl the Totem Axe attack.
Tribal Rally (Costs 3 Actions). Each ally within 60 feet that can hear Uthgar can use its reaction to move up to its speed and make one weapon attack.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Ancestral Challenge. One hostile creature within 120 feet must succeed on a DC 26 Charisma saving throw or be compelled to move toward Uthgar by the safest route and make one melee attack against him before initiative count 20 on the next round.
Totem Ground. Uthgar chooses one 30-foot-radius area within 120 feet. Until initiative count 20 on the next round, his allies there gain the current benefit of his Totem Ascendant trait.
Runchunt. Uthgar chooses up to three hostile creatures within 120 feet. Each must succeed on a DC 26 Wisdom saving throw or become marked until initiative count 20 on the next round. Marked creatures cannot hide, and Uthgar and his allies have advantage on opportunity attacks against them.
Mound of the Ancestors. Spectral warriors strike at creatures of Uthgar’s choice within 60 feet. Each target makes a DC 26 Dexterity saving throw, taking 36 (8d8) force damage and falling prone on a failed save, or taking half as much damage on a successful one.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

All Totems, One Father. Until the end of Uthgar’s next turn, he gains every benefit listed in Totem Ascendant at the same time.
The Tribe Endures (Costs 2 Actions). Each ally within 120 feet regains 40 hit points, ends the charmed and frightened conditions, and can stand from prone.
Battle Father’s Victory (Costs 3 Actions). Uthgar leaps to an unoccupied space he can see within 120 feet and strikes the ground. Each hostile creature within 60 feet makes a DC 29 Strength saving throw, taking 88 (16d10) bludgeoning damage, being pushed 40 feet, and falling prone on a failed save, or taking half as much damage on a successful one.

Introduction

Uthgar, the Battle Father, Honor Father, and Master of the Beast Virtues, governs physical strength and the Uthgardt tribes. His faith rests less on a single image than on eleven beast-totem traditions, each carried by a distinct tribe and interpreted through its shamans.

He began as Uther Gardolfsson, a Northman raider driven inland after the burning of his dragonships. His warriors joined Netherese refugees and protected settlements that accepted his rule. Uther received mortal wounds while slaying Gurt, Lord of the Pale Giants, in single combat. Tempus honored that victory by raising him to divinity. Uthgar then overcame the great beast spirits of the North and passed their virtues to his followers.

Uthgardt shamans serve him through sacred bundles containing totem carvings and relics. The faith has no organized church outside the tribes and builds no conventional temples or shrines. Family and tribal bonds are sacred. Arcane magic is forbidden as a self-indulgent weakness, while divine and primal gifts received through the shamans remain part of tribal life.

The avatar manifests when ancestral ground is violated, when the tribes face a common enemy, or when a chieftain mistakes personal power for the strength of the people. Tempus is his only true ally. Uthgar opposes Malar for the corruption of the Blue Bear, Auril for drawing away the Elk, and lawful faiths that replace tribal loyalty with outside institutions.

Physical Appearance

Uthgar has many faces in the guises of the tribal beast totems. In his own hall he appears as a tall, muscular warrior with a thick blond beard and mustache, a single long braid down his back, and piercing blue eyes. He wears only a leather battle harness, a breechcloth, and fur-lined boots suited to the cold North.

He carries a broad battleaxe marked with compact images of several beast totems. The carvings change when he calls on a totem’s gift but never leave the weapon.

His laugh is full and loud enough to shake frost from a roof. He smells of cold air, woodsmoke, and a recent feast. When angered, his movements become deliberate rather than wild, and the ground keeps the rhythm of his advance.

Roleplaying the Avatar

Uthgar is proud, independent, fierce, and methodical in battle. He enjoys hunting, feasting, carousing, and direct contests, but his humor disappears when tribal bonds or the ancestors are threatened.

  • Ask a visitor’s tribe, kin, or sworn companions before asking a title.
  • Laugh openly at boldness and contemptuously at elaborate excuses.
  • Reject arcane magic as an easy power that separates a person from tribe and tradition.
  • Settle disputed claims with a concrete trial of strength, endurance, or tracking.
  • Name the ancestor or totem whose custom supports a demand.
  • When battle begins, choose one objective and drive toward it without changing plans for style.

Use in a Campaign

The Autumn Gathering

Delegations at Beorunna’s Well accuse one another of violating an ancestral mound. Uthgar will hear evidence only after each side completes a shared hunt without bloodshed between tribes.

The Sacred Bundle

A shaman’s sacred bundle is stolen, and its guardian spirit attacks every creature that tries to open it. The avatar demands its return without exposing the relics to outsiders.

Blue Bear’s Return

The reemerged Blue Bear tribe seeks recognition at Stone Stand, but traces of Malar’s corruption remain in its rites. Uthgar demands proof before he permits either acceptance or destruction.

Runemeet

Young warriors disappear during the Runchunt. Uthgar refuses to end the rite and instead asks the party to enter it under the same restrictions as the missing youths.

The Battle Father’s Challenge

Two chieftains demand divine support against an orc horde. Uthgar chooses neither until one proves willing to yield command for the survival of the combined host.

Lairs

Uthgar’s lairs are ancestral places rather than temples. Totem marks sharpen, old tracks reappear, and a creature that boasts falsely finds every nearby warrior able to hear it.

Beorunna’s Well

The great ancestral mound hosts the autumn gathering. Paths around it change according to old tribal boundaries and remembered grievances.

The Ancestral Mound

Standing stones hold the names of generations. A creature touching one relives the trial by which that ancestor became an adult.

The Runemeet Ground

At the autumnal equinox, elders open a portal to the Astral Plane atop the altar mound while youths undertake the Runehunt and return for the Telhut ceremony.

Uthgardtheim

Uthgar’s cold region of Warrior’s Rest contains open hunting ground, rocky outcrops, long feast halls, and battlefields where honored spirits test living champions.

The Totem Ford

A shallow northern ford marks the only common ground between rival tribes. Crossing under arms awakens the beasts carved into its standing stones.

Shared References

Open a reference for its canonical description and related entries.

Uthgar as a tall blond, blue-eyed warrior in a leather battle harness and furred boots, holding a beast-marked battleaxe.