Huge monstrosity, chaotic evil
Armor Class 17 (natural armor)
Hit Points 175 (14d12 + 84)
Speed 60 ft., burrow 15 ft. (30 ft. in ice or snow)
|26 (+8)||16 (+3)||23 (+6)||16 (+3)||18 (+4)||14 (+2)|
Saving Throws Dex +7, Con +10, Wis +8
Skills Arcana +7, Intimidation +6, Religion +12
Damage Resistances psychic, radiant
Damage Immunities cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 60 ft., tremorsense 100 ft., passive Perception 14
Languages Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.
Challenge 12 (8,400 XP)
- Keen Hearing and Smell. The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Magic Weapons. The son of Fenris’ weapon attacks are magical.
- Spellcasting. The son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
- 1st level (4 slots): bane, command, guiding bolt, sanctuary
- 2nd level (3 slots): blindness/deafness, hold person, silence
- 3rd level (3 slots): animate dead, bestow curse, dispel magic
- 4th level (3 slots): banishment, death ward, locate creature
- 5th level (2 slots): contagion, scrying
- 6th level (1 slot): harm
- 7th level (1 slot): plane shift
- 8th level (1 slot): earthquake
- Trampling Charge. If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action.
- Multiattack. The son of Fenris makes one bite attack and one slam attack.
- Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris’s turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
- Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
- Acid Breath (Recharge 5-6). The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw.
The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins.
Demonic Wolves. Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.
Hibernate Until Ravenous. Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.
Desperate Worshipers. Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.
Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.