Fenrir

Born from the union of a god and a giantess, the great demigod wolf has been prophesized to bring about the end of the world. To avoid this apocalyptic event, Fenrir was bound in magical chains constructed to withstand his immense strength. The wolf vows upon his escape to exact revenge on his capturers for his centuries of imprisonment.

Large celestial, lawful neutral

Armor Class 16

Hit Points 108 (12d8+24)

Speed 60 ft.

STR 24 (+7) DEX 18 (+4) CON 16 (+4) INT 16 (+3) WIS 14 (+2) CHA 12 (+1)

Saving Throws Str +10, Dex +5, Con +6

Senses darkvision 60 ft., passive Perception 12

Languages Celestial, Common, Elvish, and Sylvan

Challenge 14 (11,500XP)

Father of Wolves. From Fenrir all the world’s wolves were spawned. He has the ability to summon any type of wolf that is in the area to aid him with a single call. These wolves are instinctively devoted to him and follow his command. 

Innate Spellcasting. Fenrir’s innate Spellcasting ability is Wisdom (spell save DC 14). Fenrir can innately cast the following spells, requiring no components:

At will: aid, bane, beast sense

1/day: inflict wounds, mislead, teleport

3/day: crusader’s mantle, hex, hunter’s mark

Keen Hearing and Smell. Fenrir has advantage on Wisdom (Perception) checks that rely on healing and smell.

Legendary Resistance (3/Day). If Fenrir fails a saving throw, he can choose to succeed instead.

Magical Resistance. Fenrir has advantage on saving throws against spells and other magical effects.

Magic Weapons. Fenrir’s weapon attacks are magical.

Swallow. If Fenrir makes one bite attack against a Medium or smaller target, it must make a DC Strength saving throw, taking the attack damage, and on a failed save, is swallowed. If the target fails, it is swallowed. While swallowed, the target is blinded and restrained, it has total cover against attacks and other feces outside Fenrir, and it takes 21 (6d6) acid damage at the start of each of Fenrir’s turns. Fenrir can have one creature swallowed at a time.

If Fenrir takes 30 damage or more on a single turn from the swallowed creature, Fenrir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Fenrir. If Fenrir dies, a swallowed creature is no longer restrained by him and can escape from his corpse by using 15 feet of movement, exiting prone.

Actions

Multiattack. Fenrir makes two attacks, only one of which can be a bite attack.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 +4) bludgeoning damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5)  piercing damage.

Legendary Actions

Fenrir can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Fenrir regains spent legendary actions at the start of its turn.

Attack. Fenrir makes one attack.

Detect. Fenrir makes a Wisdom (Perception) check.

Wolf Howl. Fenrir howls and calls 1d6 wolves to his aid. These wolves move on his turn.

Trembling Strike (Costs 2 Actions). Fenrir strikes the ground with his  paws, triggering an earth tremor. All other creatures on the ground within 30 feet of Fenrir must succeed on a DC 15 Strength saving throw or be knocked prone.

Gleipner

Wonderous item, legendary

Manacles and chain of ancient dwarven design created with the soul purpose of binding the demigod wolf, Fenrir. The manacles are large enough to fit perfectly around Fenrir’s neck and the chain is 50 feet long.

This item has 70 hit points. It can be burst with a successful DC 30 Strength check.

Monster Art and Stat-Block by Sarah Will.

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