Fenrir (5e Creature)

Fenrir

Gargantuan monstrosity (titan), unaligned


Armor Class 18 (natural armor)
Hit Points 362 (25d20 + 100)
Speed 50 ft.


STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 19 (+4) 2 (-4) 12 (+1) 11 (+0)

Skills Intimidation +14, Perception +15, Stealth +9
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 25
Languages
Challenge 24 (62,000 XP)


Battle Frenzy. When Fenrir is at or below one-quarter his maximum hit points, he can make one additional attack on his turn. When it does so, he gains a +7 bonus to his damage rolls, but also gains a -7 penalty to his attack rolls.

Energetic Attacks. Fenrir deals an additional 7 (2d6) necrotic damage on each of his weapon attacks (included in the attack).

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

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

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

Pack Tactics. Fenrir has advantage on an attack roll against a creature if at least one of Fenrir's allies is within 5 feet of the creature and that ally isn't incapacitated.

Primal Strikes. Fenrir ignores other creatures' resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.

Regeneration. Fenrir regains 20 hit points at the start of his turn if he has at least 1 hit point remaining.

Siege Monster. Fenrir deals double damage to objects and structures.

Trample. When Fenrir enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 22 Strength saving throw or be knocked prone.

ACTIONS

Multiattack. Fenrir can use his Frightful Presence. He then makes four weapon attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of Fenrir's choice that is within 120 feet of him and aware of him must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Fenrir's Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

Fenrir can take 3 legendary actions, choosing from the options below. Only one legendary action option 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 his turn.

Detect. Fenrir makes a Wisdom (Perception) check.
Move. Fenrir moves up to half his speed.
Attack. Fenrir makes one weapon attack.

A dire wolf with the kaiju template applied to it.

Fenrir is a monstrous wolf in the Norse cosmology, and the son of the trickster god Loki and the giantess Angrboda. Due to the gods' knowledge of prophecies foretelling great trouble from Fenrir and his siblings, Jormungandr and Hel, the gods imprisoned him, and in the process Fenrir bit off the right hand of the god Tyr. He is fated to slay the god Odin during the events of Ragnarok, but then be slain by Odin's son, Vidarr.


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