God of War Ragnarok’s Bestiary features a total of 84 entries, all of which are listed here.
The Bestiary is divided into the following sub-sections: click on any to directly scroll to the section:
Aesir
Einherjar Captain
I understand you encountered your first Einherjar Captain while alone in Vanaheim with Lady Freya. You’ll never see these aggressive individuals without their Asgard-forged weapon if yu as me, but they’ve made up for it with the rather annoying addition of Bifrost energy. Carrying the weight of such a cumbersome weapon, they move a bit slower, but once in range of that blade, one may find themselves without a head a bit sooner than expected.
Einherjar Brute
Hardly a more fitting title than Brute, although perhaps applicable to more than one rank of Odin’s soldiers. If memory serves, this title was granted if a newly-incarnate Einherjar completed some feat or other. Last I heard, it was accomplished by wearing the jaws of ten enemies that had been ripped from their owners heads with their bare hands.
Einherjar Warrior
One might look at this name and think it’s a bit repetitive in nature – we already know Einherjar were warriors during their lifetimes. But I can assure you the distinction is quite keen. Just as one rises in rank in an army, so too the Einherjar. Odin may have changed the qualification since my days in Asgard, but the title of Warrior used to be awarded around the third of fourth resurrection, depending on how glorious the previous death was deemed. Didn’t count if you offed yourself on purpose, of course. I wonder if any other contingencies were added when he found out they were staging battles for Sport in Svartalfheim…
Einherjar
Asgard’s finest. A warrior of Midgard wants nothing more than to fall in battle. It would ensure passage to Valhalla, a promised land where the honourable and wretched alike are sent. There, Odin selected the best and gave them another chance to die for him, thus creating the Einherjar.
It’s diabolically genius if one would like to view it that way – instil enough devotion with in a bloodthirsty group of undead killers, and you guarantee yourself a near endless supply of fodder for your war.
- Any Bifrost they get on you will detonate next time you’re hit – unless you stay undamaged until it dissipates (which would be my humble recommendation).
- Some carry blades for attacking in quick succession. Try to parry these to interrupt their flow.
Einherjar Rider
At one point, Odin found it worthwhile to train Einherjar to ride gradungr into battle – or perhaps it was the other way around, training gradungr to be ridden by Einherjar. Either way, some training was involved. Quite a bit, if gradungr are as wild as they’ve always been. Mistrustful creatures, and rightfully so, given that they’ve been all but forced into servitude by Odin.
Einherjar Archer
Odin’s experimentation with Bifrost energy continues to cause us trouble. This time, it’s in the form of long-range bolts shot from his Einherjar Arhcers. Not that I’d like to give him credit for anything, but it only makes tactical sense – imbue the beasts, imbue the short-range weapons, imbue the arrows. Though it does present a break with tradition – previously, Einherjar manifested their weapons according to their choices in life. Now that Odin’s removed that limitation from their afterlife, where do his ambitions cease?
Einherjar Tamer
These members of Odin’s army specialise in wrangling fearsome beasts to their will, and can summon them to their aid in combat – never a welcome complication!
Odin’s Ravens
Odin has had his eyes on us since we began our journey some time ago. Killing these ravens, and blinding the All-Father, will only aid us on our path.
Beast
Tatzelwurm
Few venture to the lands where these tunnelling bastards roam, and even fewer can survive an attack. They’ll burrow through the earth as a fish swims through water, waiting for any unsuspecting soul to step on the wrong patch of land. Their barbed tails pierce flesh with ease, flooding their victims with venom. It’s an all around terrible experience, made all the worse by the almost playful sadism they seem to possess whilst toying with their victims.
Cursed Tatzelwurm
Perhaps by now, we’re all aware that the “cursed” descriptor means there’s poison involved, no? Not really a need for further elaboration.
Wretch
On, how I’d hump at the chance to smash these little blighters with a well-aimed hoof. The stench they give off rivals a Troll’s bonch, and then some. On their own, they may seem an easy foe, but rarely are they seen without companions. A pack of Wretches will quickly overwhelm even the strongest of enemies.
Wretches thrive in wetlands. Find any body of water and they’ll likely be nearby, basking in mud and filth, not doing any favours to their already unique scent. You’ll need to be quick on your feet during an encounter with a Wretch of any kind… and watch the teeth!
Exploding Wretch
Could Wretches get worse? They already have, unfortunately. The stench they emanate not only comes from the environment they keep themselves, but also from within. A collection of gasses they use to grow up into a Grim, and they into a big, strong bergsra, to be precise. However, when some of the gasses react to others too quickly, whether brought on by panic, or anger, or some other unknown reason, the little Wretch will, erm, expand… and moments later explode. Best avoid those or kick them into other enemies so they might find some purpose in their miserable little lives.
Wild Wretch
Parasites, the lot of them. Gifted with several rows of tiny teeth which makes it easy to attach onto a victim and suck away at their life force in a snap. Multiply that when several attach at once, and anyone would be downed in moments. What possesses these Wretches to enjoy this particular form of annoyance is beyond me. Logic tells me they must serve some role in the ecosystem of their home environs, but that seems too generous to grant these malevolent buggers.
Nightmare
Nightmares, ugh! What awful pests. Entry complete.
Nightmare Parasite
Not the most life-threatening of Nightmare variants, but, upon reflection, certainly the most terrifying. Any creature that sees fit to take over the mind of another deserves swift retribution.
Exploding Nightmare
Perhaps the most deadly variant of Nightmare. These like to swarm an enemy in groups, and the moment they feel they have the upper hand, they sacrifice themselves for the good of… well, killing their enemy. Seems counterintuitive if you ask me, but my theory is that they operate as some sort of singular consciousness. The good of the many makes losing a few worthwhile in the long run.
Ice Nightmare
Not much different from your run-of-the-mill Nightmare, with the exception of ice it can lob at you given the chance. Best not to give it that chance in the first place. Attack first, and you’ve got nothing to worry about later.
Gloom Nightmare
Gloom Nightmares are named appropriately, I s’pose. They have the ability to temporarily blind their enemies (unfortunate when it happens), but a few well-aimed hits with a ranged weapon, and they’ll bother us no more.
Cursed Gulon
A variant of Gulon that enhances its viscous bites with a mouthful of poison. They seem to prefer vomiting said poison on the ground… the better to keep enemies at a distance. Fascinating defence strategy, being able to create traps with your own stomach acid (if it is indeed stomach acid), it could also stem from various sacs in the mouth and throat to prevent any internal damage. Never got close enough to get a good look.
Wyvern
As majestic as it is dangerous. Unlike drakes and dreki, the wyvern is a member of the Dragon family. Their lack of forelegs is more than made up for with the dexterity and speed of their wings. Seeing one take flight makes the feat seem as easy as a fish gliding through the waters of a calm lake. Wyverns were originally tamed – or rather, “tamed” – at one point in time, by the Vanir. Before the occupation of Vanaheim, riders developed close bonds with their mounts, which required a significant amount of trust from either party. It was well worth the trouble I’ve been told. So much so that Odin’s Einherjar have opted to replicate it, enslaving the wyverns of Vanaheim in the process.
Dodher Wyvern
One of the deadliest of Asgardian battle beasts. No one asked for a dragon with Bifrost abilities, so some lout saw fit to grant the gift to wyverns. If not obvious, I feel the need to clarify: the lout was Odin. Who knows what experiments he performed on the poor beasts to imbue them with an energy substance as foreign to them as bathing in lava.
Flame Gradungr
A mount favoured by Odin’s Einherjar. You likened it to a lion from Greece, combined with the horns of a goat, the antlers of a stag, and the unnatural ability to combust the foliage around them.
Frost Gradungr
A cousin of the Flame Gradungr, these beasts have opted to utilise ice in their attacks rather than their hotheaded relatives.
Dodher Gradungr
Another example of Odin taking something that doesn’t belong to him and bastardising it. Imbuing the Gradungr with Bifrost energy is yet another item on the long list of affronts the one-eyed prick’s committed in his conquests.
Elves
Dark Elf
Seldom does power come without cost. Alfheim’s desert wasn’t always a storming and barren wasteland. No, before the Temple was built, the desert was teeming with life. Now, the Light-deprived Elves of the Barrens wage constant war upon their counterparts in the Light Well. In their eyes, the Lake of Souls is not theirs to use. How could one blame them? They watched their home waste away as their cousins grew powerful.
Dark Elf Lord
The largest and strongest of the Dark Elves we’ve faced. Lords weaponise light and use it to temporarily blind their enemies before landing a devastating attack on them, af if they couldn’t simply crush your skull on their own. Perhaps the tactic makes the deaths of their enemies more humane.
Dark Elf Warrior
A bit tougher than most Dark Elves, these warriors spend their time training and executing routines to the most efficient and deadly extent. As with most Dark Elves, flight remains an important part of their strategy – should they attack, the sooner we can ground them, the sooner we can get the upper hand.
Dark Elf Summoner
Summoners possess the unique ability to call in reinforcements at a moment’s notice. Not that cooperation is a particularly novel concept – if anything, it’s one of the more effective strategies out there, as overwhelming an enemy can be the quickest way to victory. As such, Summoners should be taken down as soon as we spot them so as to prevent them from fulfilling their duties.
Light Elf Slayer
Slayers prefer a dual-sword approach to combat. I’ve heard tell they feel more in control when both hands are in sync, executing a move rather than a one hand attack/one hand block. If they weren’t so deadly, their moves could likely pass as a dance – one I’d pay decent hacksilver to see. Perhaps in a les tumultuous time, Elves can lay down their weapons for the pursuit of elegance in pastimes other than war.
Light Elf
The discovery of the Lake of Souls marked the beginning of a great schism within Alfheim. The Light Well harnessed the power of the Light, and the Elves who spent their days basking in its glow became obsessed with their newfound power. They found new ways to express themselves through art and invention. It was a time of great prosperity… for half of Alfheim. Once the realm’s Living Desert began to wither, the other half of the realms deemed the cost of progress too high, thus spawning the violent circle of conflict that continues to this day.
Light Elf Warrior
These Elven Warriors are more than proficient with their blades. You’ll need to focus properly to make it through a duel with one unscathed.
Light Elf Mystic
Mystics prefer to keep their distance. Not emotionally – I’m sure they’re quite forthcoming with their thoughts and feelings among their comrades – but as a battle tactic. They are masterful at conjuring difficult-to-dodge ranged attacks.
Hel-Walker
Hel-Reaver
Reavers die, they reject the call of the Valkyries and, well, here we are. Some nasty ice attacks come with their newfound afterlife, so take care to avoid getting frozen as it just sends them into a more confident rage.
Hel-Raider Chief
Take your garden-variety “Ox” of a Raider Chief, and replace his blood with the frozen malevolence of Hel itself. Sounds terrible, and rightly so!
Hel-Raider
Your standard stag-styled Raider, only dead – and far more dangerous for it. Relentless, frenzied, rageful creatures… lighting them on fire should help calm them down!
Hel-Raider Scout
The frozen, undead “Hel” variant of your Owl-styled Raider Scout – faster, louder, colder!
Hel-Viken
Dead Viken. Perhaps with a small strength advantage over their living counterparts, as most have taken up maces as means of punishing all who would stand in their way. Death may have made them strong, but attacking with one huge weapon often leaves openings for a quicker opponent, eh?
Hel-Shadow
When a Shadow crosses into Helheim, I can only imagine the Seidr magic leaves their bodies, but the cavity left behind, whether spiritual or physical, must be filled. The ice and winds of the realm, being as aggressive as they are, then rush in, leaving in its place a Hel-Shadow imbued with all the frozen forces of Helheim. I can’t imagine this process is in any way pleasant, even for a dead Shadow.
Hel-Shadow Archer
This dead Shadow has learned a fair bit of ice magic. As with any archer – with perhaps the exception of Atreus – close range is the best strategy to take them out quickly. Otherwise, they’ll see to their lance-like projectiles pelting us like there’s no tomorrow.
Hel-Brood
Not that Hel-Brood are particularly expressive creatures, but the lack of faces to express with is even more nightmarish than Nightmares themselves, if you ask me. I’m also the one penning these entries, so, of course, I’m asking me.
Hel-Traveller
A Traveller who continued to follow Odin’s phony “path” even in death. Fat lot of good that did him.
Hel-Revenant
A chilling varietal of Revenant. What’s most curious about them is the fact that they made it to Hel sans an intact soul. I was under the impression that one was necessary in order to enter the into Helheim as one of the dead. perhaps the Seidr magic allows them to bypass whatever would havek ept them from the realm in the first place… or they’ve managed to circumvent the process of death entirely and instead opt to serve the realm itself.
Midgardian
Raider Chief
The Raider Chiefs adopt the strength of the might ox for their fylgja, and visually speaking, it’s quite obvious – massive hulking forms that can weaponise nearly every part of their body should they throw their weight behind it. According to Raider tradition, Chiefs are chosen through several days and nights of combat trials. Only the strongest of warriors are even given the chance, and by the end of the trials, most (if not all) of the contestants are dead – including the winner! Due to drastically dwindling numbers, I think they may have changed their methods.
Raider
Few humans are left in the Wildwoods these days. Those who survive have either stashed themselves away in the warmest places they can find, or – should they choose not to hide – have only fended off the cold by transmogrifying their fylgja – their “Guardian Spirit.” This part of their soul takes the traits of an animal, allowing them to adapt to Midgard’s unforgiving climate. As of late, the various remaining Raiders around the Wildwoods seem Hel-bent on murdering the lot of us. The protection stave keeps interlopers at bay, but every hunting trip beyond its borders inevtiably results in encountering a scouting party or two.
Raider Scout
While most Raiders favour the strength and pride of the stag for their fylgja, Scouts favour the Owl for its sharp eyes and sharper talons. They often claim to be able to peer through the eyes of Midgard’s owls, but this strikes me as boastful havers. They favour ranged attacks, and are deadly accurate their slings.
Kol Raider
‘Tis a peculiar schism in the culture of Raiders that a group such as this may entirely turn over the focus of their devotion from blood to fire, while maintaining such mainstream Raider traditions as their castes of animal fylgja, and their immediate and lethal hostility towards all outsiders.
Kol Raider Scout
Lest we grow too accustomed to the ordinary pains from the slingshots of ranged Raider Scouts, we are blessed to encounter this variant, who instead throw fire all over the bloody place.
Traveller
Travellers are zealous worshippers who follow The Path, a mysterious warrior’s code that promises glorious fortune and enlightenment awaiting them in Jotunheim. Little do they know that The Path is simply an invention of Odin’s in order to trick a large number of warriors into finding a way into the home of the Giants. They’re as strong as they are devout, and should never be taken lightly.
While the armour our Dwarven friends expertly craft has a certain finesse to them, Traveller armour is heavily reinforced and cumbersome. Getting through it is often the biggest challenge when facing these fanatical bastards.
Traveller Champion
These Travellers prioritise the use of shields when it comes to their combat style of choice. Makes hitting them quite a bit more difficult than the given surface area would suggest. What qualifications are there in order to become a champion in the Travellers’ eyes? I doubt it’s a simple as shield proficiency.
Monster
Grim
The Grim occupy the voluminous middle berth of the life cycle of Svartalfheim’s hostile gas-monsters. The “teenagers” of the species, for lack of a better word – violent, gassy teenagers. Among the most obile denizens of the nine realms, the Grim can climb almost any surface, and burrow into the ground at disconcerting speeds – making them all too easy to lose sight of. Fortunately, they haven’t developed the ability to fly. Yet.
Cursed Grim
Weak little blighters, but they more than make for it with poisonous, projectile saliva. They’re wicked fast to boot. Keeping them in view is imperative in an encounter, otherwise they’ll disappear from eyesight quicker than you can say “grim,” and lob snot at you from every possible angle. Unpleasant at best, deadly at worst.
Wicked Grim
An encounter with a Wicked Grim will almost certainly lead to a good thrashing from that whip-like apparatus most would call a “tongue.” Beware their favourite pastime, which seems to be lashing said tongue around any available appendage, and goring the attached creature to the best of their ability…
Bergsra
If Wretches live long enough, they will eventually grow several appendages and emerge from the muck as a Grim. Then, once their skinny bodies have had enough carnage and blood, they will grow into a larger and even more unpleasant bergsra. Astoundingly, such a transformation takes no longer than a full moon cycle – which speaks to just how much of a bergsra’s apparent mass is made up of pure Svartalfheim gas. The stench permeates them, inside and out, and it… endures. At least they’re a bit easier to hit than their younger, smaller counterparts…
Bergsra Mother
It should come as no surprise that we despise Wretches. But what we despise even more than the little buggers is the thing that spawns them. If Wretches are born the way they smell, one can only imagine h ow much worse a bergsra “mother” is in the olfactory sense. Worst of all, killing them has been known to set off an eruption of Wretches, rather than stave it off. Most unpleasant of creatures, the lot of them.
Fierce Ogre
Nastier, more brutish than standard Ogres. Elaboration on this one is difficult, I’m afraid.
Stalker
Stalker huntresses are worshippers of Skadi, a legendary Giantess renowned for her hunting expertise. They’re usually a peaceful group, wanting nothing more than to find their next challenge. It appears recent times have made some of them far more aggressive and ruthless. It can’t be said if it’s completely Fimbulwinter’s fault. As with much of the pain these realms, I suspect Odin’s tampering with the natural order has something to do with it.
Fierce Stalker
While most Stalkers prefer the use of a bow, a select few of them have taken up a lance and perfected their skill with it. A well-exectued lance throw grants the ability to take down larger prey, alongside any other bothersome entity, with one fell shot. Not to mention how menancing a long, sharp weapon simply looks when brandished.
Troll
Ah, the sweet scent of a troll… mead and an elk carcass fermenting in the same barrel in the steamiest of Svarltafheim swamps. At the vest least, they’re easy to avoid, given their spoor and disregard for the art of stealth.
Wulver
Of all the things that would remind me of home, it’s these mangy malcontents. The isles of my childhood had creatures of a similar build. They were relatively friendly though, often sharing fish and other goods with the locals. A far cry from these vicious bastards. One would think something so lanky and lumbering would be slow, but they are far quicker than expected. Their speed combined with sharp teeth, thick fur, and a nasty set of claws, make for a tough fight.
Fierce Wulver
All the joys of a wulver, just a bit bigger and meaner. I would add “with more claws,” but I don’t think that’s true. Certainly feels like it when they take a swipe at you. I can only speculate on what facilitates the transition from a wulver to one of the more fierce in nature – perhaps it’s down to ancestry, or perhaps it’s down to some ineffable law… survival of the fiercest…?
Primordial
Forest Ancient
The jungles of Vanaheim are brimming with Vanir magic, and their cup overfloweth in the case of the Forest Ancients. A bit of a misnomer here… though they resemble the Fire and Frost Ancients of Midgard, these woodland brutes coalesce and disassemble all in the span of a single season. The Vanir tend to leave them be, but a certain pair of legendary blacksmiths value their hearts, which a certain self-exiled war god is all too happy to acquire in exchange for gear.
Soul Eater
An Ancient with its soul removed, cursed with an insatiable hunger for the souls of others. How many of these abominations did Andvari create? For the sake of Yggdrasil itself, I hope they haven’t learned to reproduce. Odd to see them in Vanaheim. Perhaps they were drawn by all the death that took place here…
Draugr
It can be hard to picture when faced with a charging, snarling mass of fire and rock, but all Draugr were once human. Some were glory-hungry warriors who fell in battle. Others were humble farmers trying to defend their homes from bandits and other rabble. The common thread that sealed their fates was an inability to yield, even in death. Not even the promise of Valhalla or Folkvangr could tempt them into letting go. Instead, they fought the Valkyries that came to collect their souls. Pure stubbornness and rage kept them bound to the lands where they fell, their bodies twisting into the nasty forms we know today. All their humanity is gone, and all that remains is an insatiable need to fight.
Draugr Lord
All manner of creatures have their strongest and heaviest of the lot, and Lords fill that role for Draugr. They’re bloody massive, and equip themselves with heavy weapons that deal quite a lot of damage on impact… though luckily for us, that also slows them down a fair bit. Dodge them like the agile warrior you are!
Draugr Brute
A Draugr so sturdy – and so angry – that it’ll explode in your face and survive to do it again! A Brute’s rage charges up as a fire in their bellyt, and I don’t mean that metaphorically, mind you. Once they’re full up, they can’t be damaged until that energy is explosively discharged, either by your attack (a ranged one, if you’ve any sense), or by them losing patience and charging into you.
Draugr Guard
Draugr aren’t exactly master tacticians, but they can hold up a shield when it suits them. Makes them even more of a nuisance if you’re trying to mow them down quickly. Breaking their block seems the quickest way to dispatch them.
Draugr Fiend
These Draugr are fast on their feet. Not really too much else to them, although I do wonder if they were granted their swiftness before or after they became Draugr? Either way, they’ll attempt to charge at the soonest opportune moment, so best to head them off before they can get a good running start.
Draugr Warrior
Draugr who have charged their weapons with their own flaming fury. Not getting hit with such weapons should be of primary concern.
Draugr Scout
These Draugr do their damage by hurling fireballs at a distance. A terrible nuisance in groups. However, they are not the hardiest sort of undead, and can be cleared out first with a little effort.
Draugr Butcher
Butcher seems an apt name for a creature intent on chopping at us with two weapons at the same time. Perhaps it speaks to their manic bloodthirst in life, or perhaps they were all skilled artisans at carving up animal meat to feed their families. I know which one I’d prefer to believe, and I know which one is much more likely true…
Wight
Furious, sentient magic. United by a singular purpose: The destruction of life. A natural defence response, considering life has given way to Ragnarok.
A wight is created when a group of three wisps converge into one whole, angry creature. If we come across three wisps as they are converging, it is quite possible to disrupt the process. No need to add how strongly I recommend doing so, but every little nudge helps.
- Killing a wight splits it into wisps, so don’t let up until you’ve finished off the lot of them.
- Some explosive lightning attacks can be interrupted, others can be parried. Stay alert, and note the difference
Flame Phantom
Just like the Frost Phantom, but with Fire.
Frost Phantom
While a single Runic Spring can leak enough magic to create Wisps, multiple Springs can summon something far deadlier. The chaotic power that these Springs draw from can manifest into a creature that is both awe-inspiring and terrifying. As long as those Runic Springs remain intact, a Phantom will continue to draw magic from them to fuel its continued existence.
Wisp
A herald of impending destruction, if ever there was one. The Runic Magic that flows through the nine realms is a delicate system. In times of peace, the magic is calm, like a perfectly still lake in the absence of wind. But even the slightest disturbance is enough to cause ripples, and I can’t think of a greater disturbance than Ragnarok approaching. Runic Springs have begun to appear, causing raw magic to bubble from deep within the very makeup of a Realm. From these springs, Wisps are born – the pure manifestation of magic. With Fimbulwinter upon us, it’s no wonder we’re encountering more of these little pests by the day.
Be wary, though – these may be easy enough to manage in small numbers, but they can quickly overwhelm even a seasoned warrior. What’s more they can fuse together to become Wights.
Cursed Wisp
Wisps may not have eyes (that I know of…) but the ones in Vanaheim would curse you just as soon as look at you should they feel even a tiny bit threatened. Oh, or poison. They’re quite capable of a good poisoning should the mood strike.
Dodher Wisp
Wisps are beings of pure energy, so the likelihood that Odin managed to imbue them with Bifrost seems low. But then again, how else would the Aesir have managed to tame them and use them in battle? With these dodher wisps, Einherjar are able to heal, or strengthen, themselves in a pinch. Best tackle the wisp before dealing with the Einherjar to prevent any unwanted support in Odin’s favour.
Seidr
Reaver
We seem to be seeing more and more Reavers corrupted by the overuse of Seidr magic over time. It’s a dangerous game to be playing, as the stuff’s powerful beyond all belief – but like a well-intentioned evening with a bottle of mead, these things can sneak up on you quickly.
Viken
These Seidr warriors have embraced the magic as part of their own being and exude it from every pore in their body. Seems a bit cumbersome, although it allows them to heal quickly from any wounds they might incur, so probably not as inconvenient in their opinion. Best to deal with them swiftly before the can patch themselves up.
Shadow
Human Reavers that have fully embraced all the ways Seidr magic has corrupted them, and are all the more dangerous for it. They favour combat at a distance where they can chuck spells at their enemies. In my opinion, their newfound preferences make them quite a bit more cowardly in their advanced corruption, but I can’t wield magic as they do, so who am I to judge?
Nokken
There are pleasant singing voices, there are terrible singing voices… and then there are Nokken voices. My advice to anyone lucky enough to the Nokken’s vile, throaty song: Turn ’round and march straight in the opposite direction. Doughty adventurers that we are, we ignore such nonsense. These gangly little creatures prefer to remain hidden, out of harm’s way so they can inflict their chant upon unsuspecting enemies and allies.
Cursed Nokken
This lovely cousin of the humble Nokken has discovered the gift of granting boons to its allies during a fight. It relies on the strength of others to keep it safe and out of harm’s way. Fascinating how smart these little thins have become since they first crawled out of whatever hole they spawned from.
Legion
Very similar to Brood in terms of appearance, with the additional boon of poison. Unclear if Legion were created alongside the original Brood, or if they were a result of Vanir experimentation (which isn’t entirely out of the realm of possibility).
Revenant
As with many of the dastardly creatures we encounter, Revenants weren’t always so monstrous. They were run-of-the-mill witches until they traded parts of their soul for more power. In time, their humanity all but disappeared, leaving behind cackling monstrosities with a penchant for poison, and a lesson for all those who seek power.
Revenant Hag
A witch who’s traded away damn near every last piece of her soul to practise Seidr magic, with the added bonus of being able to summon allies to her aid in an instant. One day I’d like to have a sit down and ask if they felt the price of their humanity was ultimately worth it. There’s nothing worse than a trade you can’t take back after seeing less-than-satisfactory results. I imagine they feel fairly confident… until they meet you, brother.
That’s all 84 enemy types in God of War Ragnarok.
For more guides check out God of War Ragnarok Wiki & Strategy Guide.
Yid says
Anybody notice that the Wulvers in Jotunheim don’t pop in the bestiary when you play as Atreus with Angrboda?
PowerPyx says
This was the same for me, it’s normal. Most of the encounters in Atreus sections don’t count towards bestiary. But you can encounter those enemies again with Kratos, then they get added properly.
Tree says
I can’t seem to get the Exploding Wretch added to my bestiary. I don’t know if it’s a glitch or what. Also, I believe you’ve missed the Regular Gulon. Otherwise very nice list.
Archavia says
I never had the Regular Gulon register on my savefile, so it appears some just don’t register for some odd reason.
Deadlock says
Same