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Fenrir

Large monstrosity, neutral evil

Armor Class 14 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 15 (+2) 13 (+1) 14 (+2) 14 (+2)

Skills Deception +6, Insight +6, Perception +6, Stealth +6, Survival +6
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, poisoned
Senses passive Perception 16
Languages Common
Challenge 9 (5,000 XP)

Special Traits

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

Actions

  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft. (10 ft. when Huge, 15 ft. when Gargantuan), one target. Hit: 12 (2d6 + 5) piercing damage, or 17 (4d6 +5) while enlarged to Huge, or 33 (8d6 +5) while enlarged to Gargantuan. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is a creature and the fenrir rolls a 20 on the d20 for the attack roll, the target takes an extra 14 piercing damage, and the fenrir rolls another d20. On a roll of 20, it lops off one of the target’s limbs, or some other part of its body if it is limbless. If the target is an object other than artifact, fenrir destroys a 1-foot cube of it.
  • Swallow. The fenrir makes one bite attack against a prone Medium (Large if the fenrir is Huge, Huge if the Fenrir is Gargantuan) or smaller target. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the fenrir, and it takes 10 (3d6) acid damage at the start of each of the fenrir’s turns. This damage doubles with each size increase to 20 (6d6) for Huge and 40 (12d6) for Gargantuan. The fenrir can have one target swallowed at a time when Large, two when Huge, and four when Gargantuan. If the fenrir dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. If a target dies, the fenrir regains 10 (3d6) hit points and depending on the number of corpses consumed, gains one additional use of its Growth ability. It takes four corpses to grow from Large to Huge, and 16 corpses to grow from Huge to Gargantuan.
  • Growth. The fenrir permanently increases in size. While enlarged, the fenrir progresses in size to Huge and from Huge to Gargantuan, doubling its damage dice on Strength-based weapon attacks (included in the attacks) each time it increases in size, and makes Strength checks and Strength saving throws with advantage. If the fenrir lacks the room to increase its size, it attains the maximum size possible in the space available.

About

This man-sized, slavering wolf has the glint of feral intelligence in its eyes.

Fenrir is a child of Loki and his children are numerous.

Like the original, fenrir grow rapidly upon eating. They are fond of swallowing creatures whole and it is written that one day a fenrir will grow so large it will swallow the sun.

The only way to truly defeat a fenrir is to confine it, something few are willing to do given the possibility of losing life and limb.

Children of Jotunheim. Only in Jotunheim could creatures like fenrir to flourish; only jotun could decisively deal with them so that they do not grow to monstrous proportions. A fenrir on Midgard can threaten to swallow the sun if given enough corpses to eat.

Section 15: Copyright Notice

5E RPG: Viking Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.