Fenrir (Fenrisulfr)
Colossal Magical Beast (Chaotic, Extraplanar)
HD: 76d10+1,996
Hp: 2,376
Mas: 61
Init: +18
Spd: 90ft. (18 squares)
Defense: 41 (+14 dex, -8 size, +32 natural armor)
Touch: 16
Flat-Footed: 34
BAB: +20
Grap: +62
Atk: 2 Claws +42 (4d6+26, 19-20/x2, slashing)
Full Atk: 2 Claws +42 (4d6+26, 19-20/x2, slashing), Bite +37 (6d6+13, 19-20/x2, piercing)
Space/Reach: 30ft./20ft.
Special Attacks: Frightful Howl, Improved Grab, Pounce, Rake, Rend, Savage 18d6+39
Special Qualities: Blindsight 240 ft., Damage Reduction 10/Magic, Darkvision 240 ft., Fast Healing 16, Low-Light Vision, Resistance to Acid 20, Cold 20, Electricity 20, Fire 20, Sonic 20
Saves: Fort +37, Ref +26, Will +24
Abilities: Str 62 (+26), Dex 38 (+14), Con 61 (+25), Int 14 (+2), Wis 34 (+12), Cha 24 (+7)
Skills: Hide +77, Listen +93, Move Silently +95, Spot +81
Feats: Alertness, Armor Skin x2, Blinding Speed x2 (Haste 10 rds per day), Blow Hard (125ft. Cone, windstorm), Combat Expertise, Epic Prowess, Epic Toughness, Epic Weapon Focus (claw), Fast Healing x2, Improved Critical (bite), Improved Critical (claw), Improved Darkvision, Improved Initiative, Improved Toughness, Improved Trip, Multiattack, Power Attack, Weapon Focus (claw)
Environment: Asgard (Norse home of the gods)
Organization: Solitary
Cr: 40
AL: Chaos
Fenrir (or Fenris) is a gigantic and terrible monster in the shape of a wolf. He is the eldest child of Loki and the giantess Angrboda. The gods learned of a prophecy which stated that the wolf and his family would one day be responsible for the destruction of the world. They caught the wolf and locked him in a cage. Only the god of war, Tyr, dared to feed and take care of the wolf. When he was still a pup they had nothing to fear, but when the gods saw one day how he had grown, they decided to render him harmless. However, none of the gods had enough courage to face the gigantic wolf. Instead, they tried to trick him. They said the wolf was weak and could never break free when he was chained. Fenrir accepted the challenge and let the gods chain him. Unfortunately, he was so immensely strong that he managed to break the strongest fetters as if they were cobwebs. After that, the gods saw only one alternative left: a magic chain. They ordered the dwarves to make something so strong that it could hold the wolf. The result was a soft, thin ribbon: Gleipnir. It was incredibly strong, despite what its size and appearance might suggest. The ribbon was fashioned of six strange elements: the footstep of a cat; the roots of a mountain; a woman's beard; the breath of fishes; the sinews of a bear; and a bird's spittle. The gods tried to trick the wolf again, only this time Fenrir was less eager to show his strength. He saw how thin the chain was, and said that was no pride in breaking such a weak chain. Eventually, though, he agreed, thinking that otherwise his strength and courage would be doubted. Suspecting treachery however, he in turn asked the gods for a token of good will: one of them had to put a hand between his jaws. The gods were not overly eager to do this, knowing what they could expect. Finally, only Tyr agreed, and the gods chained the wolf with Gleipnir. No matter how hard Fenrir struggled, he could not break free from this thin ribbon. In revenge, he bit off Tyr's hand. Being very pleased with themselves, the gods carried Fenrir off and chained him to a rock (called Gioll) a mile down into the earth. They put a sword between his jaws to prevent him from biting. On the day of Ragnarok, Fenrir will break his chains and join the giants in their battle against the gods. He will seek out Odin and devour him. Vidar, Odin's son, will avenge his father by killing the wolf.
Frightful Howl (Su): As a standard action, Fenrir can emit a howl in a 60-foot-radius spread that affects opponents with fewer Hit Dice or levels than Fenrir has. The affected creature must make a successful Will save (DC 55) or become shaken. Success indicates that the target is immune to Fenrir’s frightful howl for one day. The DC is Charisma based. Improved Grab (Ex): If Fenrir hits an opponent at least one size smaller than himself with a claw attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Fenrir has the option to conduct the grapple normally, or simply use the part of his body he used in the improved grab to hold the opponent. If he chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled himself; Fenrir does not lose his Dexterity bonus to AC, still threatens an area, and can use his remaining attacks against other opponents. If he gets a hold, he can rake (see below). If Fenrir does not rake, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals rake damage as well (the amount is given in the rake entry below). When Fenrir gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. He can even move (possibly carrying away the opponent), provided he can drag the opponent’s weight.
Pounce (Ex): When Fenrir makes a charge, it can follow with a full attack, including rake attacks.
Rake (Ex): Gains gains extra natural attacks when it grapples its foe. When Fenrir gains a hold, he can make two rake attacks at his full melee attack bonus (+39) with his hind legs. Each successful attack does normal claw damage plus ½ its Strength bonus (rounded down)(4d6+13). Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. Fenrir must begin its turn grappling to use its rake, it can’t begin a grapple and rake in the same turn. Rend (Ex): If Fenrir hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d6+52 points of damage. Savage (Ex): If Fenrir successfully trips an opponent, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 18d6+39 points of damage. If an opponent goes prone for any reason in an area Fenrir threatens, he can also savage the victim as a free action (treat as Fenrir’s attack of opportunity for the round), even though he had nothing to do with tripping the foe.
Cerberus (Kerberos)
Huge Outsider (Evil, Extraplanar, Fire, Lawful)
HD: 28d8+196
Hp: 308
Mas: 25
Init: +7
Spd: 70ft. (8 squares), 350ft. Run (70 squares)
Defense: 25 (+3 dex, -2 size, +14 natural armor )
Touch: 11
Flat-Footed: 22
BAB: +20
Grap: +38
Atk: Bite +31 (3d6+10+2d6 fire, 19-20/x2, piercing)
Full Atk: 3 Bites +31 (3d6+10+2d6 fire, 19-20/x2, piercing)
Space/Reach: 15ft./10ft.
Special Attacks: Breath Weapon, Fiery Bite
Special Qualities: Damage Reduction 3/-, Darkvision 90 ft., Immunity to fire, Scent, Vulnerability to cold
Saves: Fort +19, Ref +12, Will +13
Abilities: Str 31 (+10), Dex 17 (+3), Con 25 (+7), Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Skills: Hide +31, Intimidate +30, Jump +57 (+61 when running), Listen +34, Move Silently +39, Sense Motive +32, Spot +34, Survival +32 (+40 when tracking by scent)
Feats: Alertness, Armor Skin, Combat ReflexesB, Damage Reduction, Epic Speed, Epic Weapon Focus (bite), Extend Breath, Improved Critical (bite), Improved MultiattackB, Improved InitiativeB, Recover Breath, Run, TrackB, Weapon Focus (bite)
Environment: Greek Underworld (Hades)
Organization: Solitary
Cr: 20
AL: Hades, Law, Evil
Advancement: None
Level Adjustment: +6 (Cohort)
In Greek mythology, the three-headed watchdog who guards the entrance to the lower world, the Hades. It is a child of the giant Typhon and Echidna, a monstrous creature herself, being half woman and half snake. Originally, the dog was portrayed having fifty or hundred heads but was later pictured with only three heads (and sometimes with the tail of a serpent). Cerberus permitted new spirits to enter the realm of dead, but allowed none of them to leave. Only a few ever managed to sneak past the creature, among which Orpheus, who lulled it to sleep by playing his lyre, and Heracles, who brought it to the land of the living for a while (being the last of his Twelve Labors). In Roman mythology, the Trojan prince Aeneas and Psyche were able to pacify it with honey cake.
Breath Weapon (Su): 15 ft. cone, once per head every 2d4 rounds, damage 4d6 fire, Reflex DC 31 for half. The save is Constitution based.
Fiery Bite (Su): Cerberus deals an extra 2d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon
Skills: Cerberus has a +5 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Survival checks when tracking by scent.