Fenrir: Difference between revisions
(Created page with "[Back to creatures] __NOTOC__ Dire wolves of tremendous proportions, Fenrirs possess powerful primal abilities, including the capability to cause blizzards by howling, exhale powerful cones of frost, and freeze a person’s heart with their icy blue eyes. Fenrirs are large enough to be considered kaijan and pose tremendous threats to the arctic and antarctic civilizations who hoped to avoid kaijan attacks by virtue of their remote locales, especially...") |
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Revision as of 21:27, 7 February 2024
Dire wolves of tremendous proportions, Fenrirs possess powerful primal abilities, including the capability to cause blizzards by howling, exhale powerful cones of frost, and freeze a person’s heart with their icy blue eyes. Fenrirs are large enough to be considered kaijan and pose tremendous threats to the arctic and antarctic civilizations who hoped to avoid kaijan attacks by virtue of their remote locales, especially when they group up into packs. A pack of Fenrirs could destroy an entire unprepared kingdom, and such packs have been known to take down apex predators, even the mighty Gargantosaurus.
Fenrir | |||||
|---|---|---|---|---|---|
| Monster Level: 40 | |||||
| Colossal. Giant Monstrosity (Kaijan) | |||||
| STR | DEX | END | AWR | INT | CHA |
| 9 | 8 | 9 | 12 | -2 | 4 |
| Ref: 18 | Fort: 19 | Ant: 22 | Log: 8 | Will: 14 | |
| Body Composition | |||||
| The Fenrir has one head, one torso, one tail, and four legs. Attacks against the Fenrir's REF or FORT can target any of the Fenrir's components, but attacks against its ANT, LOG, or WILL must target its Head. | |||||
| All Components Features | |||||
| Siege Monster. The Fenrir's damage from any of its body components is doubled against inanimate objects and structures. It ignores DT against such targets. | |||||
| Head | |||||
| Armor Rating 14 | Immune Cold | ||||
| Hit Points 300 | DT 16 | ||||
| Skills (DEX) Sneaking +4; (END) Distance Running +10; (AWR) Tracking +4, Perceiving +4 | Senses Darkvision 300 ft | ||||
| Traits Immutable, Iron Will, Steel Mind | |||||
| Head Features | |||||
| Regeneration. If the Fenrir's Head is Bloodied, it has Regen 10. The first time the Fenrir's head is Bloodied after it Takes a Rest, it immediately regains use of two powers of its choice: Apex Howl, Cold Breath, or Thundering Howl.
Gaze of Doom. At the start of a creature's turn, if it can see the Fenrir, it may choose to look away. Doing so causes the Fenrir to become Unseen, but makes the creature immune to the Fenrir's Ice Eyes attack until the start of their next turn. | |||||
| Torso | |||||
| Armor Rating 12 | Immune Cold, Psychic | ||||
| Hit Points 565 | DT 16 | ||||
| Traits Immutable, Iron Will, Steel Mind | |||||
| Torso Features | |||||
| If the Fenrir's Torso dies, the whole Fenrir dies. If the Fenrir Takes a Rest and has one or more dead body parts, but has a living Head and Torso, they all regain 1 hit point at the end of the Rest.
Regeneration. If the Fenrir's Torso is Bloodied, it has Regen 5. | |||||
| Legs | |||||
| Armor Rating 10 | Immune Cold, Psychic | ||||
| Hit Points 280 | DT 12 | ||||
| Speed 60 ft | Traits Immutable, Iron Will, Steel Mind | ||||
| Leg Features | |||||
| The Fenrir's speed is reduced by 15 ft for each leg that has died. | |||||
| Tail | |||||
| Armor Rating 14 | Immune Cold, Psychic | ||||
| Hit Points 240 | DT 12 | ||||
| Traits Immutable, Iron Will, Steel Mind | |||||
| Actions | |||||
The Fenrir can MOVE and take FOUR of the following action or take the same action four times while its Head is still alive. It cannot use an action with one of its body parts that has been killed. | |||||
| Move (Legs). The Fenrir can move up to its speed.
Claw (Legs). Reach 20 ft Natural Weapon. +9 vs REF. Hit: 18 (2d8+9) sharp, and a second attack: +9 vs FORT. Hit: The creature falls Prone. | |||||
OR the Fenrir can take TWO of the following actions, or take the same action twice. | |||||
| Move (Legs). The Fenrir can move up to its speed.
Claw (Legs). The Fenrir can make a Claw attack. | |||||
... AND take ONE of the following actions. | |||||
| Bite (Head). Reach 15 ft Natural Weapon. +9 vs REF. Hit: 31 (4d10+9) sharp. If the creature is Large or smaller, it is swallowed. A swallowed creature is Blinded and Restrained, and takes 22 (4d10) corrosive damage at the start of each of its turns while swallowed.
Swipe (Tail). 40 ft Cone Natural Weapon. +9 vs REF of each creature in the cone. Hit: 25 (3d10+9) blunt and the creature falls Prone. | |||||
OR the Fenrir can MOVE and take ONE of the following actions | |||||
| Apex Howl (1/Recoup). The Fenrir summons 2d6 Wolf Alphas and 2d6 Dire Wolves. These creatures appear within 1,000 ft of the Fenrir and are immune to cold damage.
Blizzard Howl (1/Rest). The Fenrir instantaneously casts the Blizzard primal invocation. Cold Breath (1/Recoup). 200 ft Cone Natural Weapon. +9 vs FORT of each creature in the cone. Hit: 77 (14d10) cold and the creature is Chilled for 30 seconds. Miss: 1/2 damage and the creature is not Chilled. Ice Eyes (Recharge 6). Ranged (200 ft) Natural Weapon. +9 vs WILL. Hit: Creature is Stunned and Helpless until the end of their next turn. At the end of their next turn, they must make a DC 19 CHA check. On a success, there are no further effects; on a failure, they turn into a statue of ice and are Petrified. Thundering Howl (1/Recoup). 600 ft Radius Natural Weapon. +9 vs WILL of each hostile creature in the radius. Hit: The creature is Broken for the next minute. It can make a DC 19 CHA check for 1 AP on each of its turns, ending the effect early on a success. Once the creature is no longer Broken, it is Shaken and Demoralized for 1 additional minute. | |||||