5E Epic Monsters: Fenrir (5E)
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    Epic Monsters: Fenrir (5E)

    Epic Monsters is going after the world’s most ferocious and deadly wolf, a creature destined to consume Odin when Ragnarok finally comes. I am referring of course to Fenrir!

    Fenrir is the son of Loki and father of fellow wolves Sköll and Hati, raised in Asgard and fed only by Tyr for the other gods lacked bravery enough for the task. Eventually he grew too big however and rather than let him run amok across the world tree, the Asgardians trick Fenrir 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 unequaled strength. This chain was light and supple however, making Fenrir suspicious of trickery and bringing the realization that the other gods feared him. When they went to bind him in it he agreed only so long as one of them put their hand into his mouth as a show of trust--once again only Tyr has the mettle for it and after Fenrir failed to break out of the dwarven creation dude loses that hand. Bound and unable to resist, the gods tie the colossal wolf to a giant boulder in the middle of nowhere and jam a sword into his mouth to keep it open, forcing Fenrir to drool so much that he forms a lake while waiting for Ragnarok to break free once more and consume Odin. There’s much more to the world wolf and if you’re interested, go check out his Wikipedia page!

    Design Notes: There’s already a CR 30 chompy-chomp monster (the Tarrasque) and it would be redundant to make another so Fenrir here is in the range of high-level parties instead (at CR 20) with the most vicious bite around.

    Gargantuan beast, neutral
    Armor Class 17 (natural armor)
    Hit Points 290 (20d20+80)
    Speed 70 ft.

    28 (+9)
    17 (+3)
    19 (+4)
    11 (+0)
    18 (+4)
    14 (+2)

    Skills Perception +10, Stealth +9, Survival +10
    Damage Resistances cold; bludgeoning, piercing, and slashing from magical weapons
    Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
    Condition Immunities charmed, frightened
    Senses passive Perception 20
    Languages Norse
    Challenge 20 (25,000 XP)

    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 his allies is within 5 feet of the creature and the ally isn't incapacitated.

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

    Multiattack. Fenrir can use his Frightful Presence. He then attacks twice. He can use his Swallow instead of his bite.

    Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 48 (6d12+9) piercing damage. If the target is a creature, it is grappled (escape DC 23). Until this grapple ends, the target is restrained.

    Frightful Presence. Each creature of Fenrir's choice within 120 feet of him and aware of him must succeed on a DC 19 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 42 (12d6) 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.

    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.

    • 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 23 Dexterity saving throw. A target takes 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
    • Move. Fenrir moves up to half his speed.
    • Chomp (Costs 2 Actions). Fenrir makes one bite attack or uses his Swallow.

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