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Fenrir

Gargantuan beast, neutral

Armor Class 20 (natural armor)
Hit Points 499 (30d20+240)
Speed 70 ft.

STR DEX CON INT WIS CHA
35 (+12) 20 (+5) 27 (+8) 15 (+2) 20 (+5) 18 (+4)

Skills Perception +25, Stealth +15, Survival +25
Damage Resistances cold, thunder; bludgeoning, piercing, and slashing from magical weapons
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses passive Perception 40
Languages Old Norse
Challenge 33 (215,000 XP)

Special Traits

  • 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.
  • Magic Weapons. Fenrir’s weapon attacks are magical.
  • Pack Tactics. Fenrir has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Regeneration. Fenrir regains 20 hit points at the start of his turn if he has at least 1 hit point.
  • Siege Monster. Fenrir deals double damage to objects and structures.

Actions

  • Multiattack. Fenrir can use his Frightful Presence. He then attacks twice with his bite and once with his massive paw. He can use his Swallow instead of his bite.
  • Bite. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 51 (6d12+12) piercing damage. If the target is a creature, it is grappled (escape DC 28). Until this grapple ends, the target is restrained.
  • Massive Paw. Melee Weapon Attack: +22 to hit, reach 30 ft., one target. Hit: 30 (4d8+12) bludgeoning damage and the target makes a DC 28 Strength saving throw. On a failure, it is pushed 30 feet away or knocked prone (Fenrir’s choice).
  • Frightful Presence. Each creature of Fenrir’s choice within 120 feet of him and aware of him must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Fenrir is within line of sight, 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.
  • Swallow. Fenrir makes one bite attack against a Huge or smaller creature he is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Fenrir, and it takes 54 (12d8) bludgeoning damage at the start of each of Fenrir’s turns. If Fenrir takes 50 damage or more on a single turn from a creature inside it, he must succeed on a DC 10 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall 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 the corpse by using 30 feet of movement, exiting prone.

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.

  • Move. Fenrir moves up to half his speed.
  • Spit. Fenrir regurgitates one swallowed creature. The creature exits prone in a square 30 feet away from Fenrir, taking 13 (3d8) bludgeoning damage.
  • Chomp (Costs 2 Actions). Fenrir makes one bite attack or uses Swallow.
  • Destructive Roll (Costs 2 Actions). Fenrir flings himself at the ground and rolls, crushing everything in an area 30 feet by 30 feet. Each creature in the area must make a DC 28 Dexterity saving throw. A target takes 52 (8d12) bludgeoning damage on a failed save, or half as much damage on a successful one.

About

Eventually Fenrir grew too big for Asgard, and rather than let him run amok across the world tree, the Asgardians tricked the great wolf into being bound by increasingly heavier chains, encouraging and applauding his strength as he broke them all. When they realized that they had no metal links able to hold him they beseeched the dwarves of Svartálfaheimr to form a chain of unsurpassed strength. This chain was light and supple, however, making Fenrir suspicious of trickery.

When the gods went to bind the mighty wolf in the new chain, Fenrir agreed only so long as one of them put their hand into his mouth as a show of trust—once again only Tyr had the mettle for it, and after Fenrir failed to break out of the dwarven bindings Tyr lost that hand. Bound and unable to resist, the gods tied the colossal beast to a giant boulder in the middle of nowhere and jammed a sword into his mouth to keep it open, forcing Fenrir to drool so much that he formed a lake while waiting for Ragnarok—when he broke free once more and consumed Odin.

Section 15: Copyright Notice

Mythological Figures & Maleficent Monsters Copyright 2020 EN Publishing. Authors Mike Myler, Russ Morrissey. www.enpublishingrpg.com