Fenrir: Difference between revisions

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(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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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.
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]].


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| colspan="6" |'''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.  
| colspan="6" |'''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.  
'''[[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.  
'''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.  
'''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.  
'''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.  
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