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Son Of Fenris

Size
Huge
Type
Monstrosity
Challenge Rating
12
Source
Tome of Beasts
Alignment
Chaotic-Evil
Armor Class
17
Speeds
60, burrow 15
Walking Speed
60
Burrowing Speed
15
Strength Score
26
Dexterity Score
16
Constitution Score
23
Intelligence Score
16
Wisdom Score
18
Charisma Score
14
Saving Throws
Dexterity, Constitution, Wisdom
Skill Proficiencies
Arcana, Intimidation, Religion
Vision
True Sight (60ft))
Languages Ref
Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.
Hit Points
175
Condition Immunities
Charmed, Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned
Resistances
Resistant to Psychic Damage, Resistant to Radiant Damage, Immune to Cold Damage, Immune to Lightning Damage, Immune to Poison Damage, Immune to Non-Magical Damage
Languages
Aethyrian Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, Telepathy (60ft)

Huge monstrosity, chaotic evil


Armor Class 17 (natural armor)

Hit Points 175 (14d12+84)

Speed 60 ft., burrow 15 ft.


STR
26 (+8)
DEX
16 (+3)
CON
23 (+6)
INT
16 (+3)
WIS
18 (+4)
CHA
14 (+2)

Saving Throws Dex +7, Con +10, Wis +8

Skills Arcana +7, Intimidation +6, Religion +12

Damage Resistances psychic, radiant

Damage Immunities cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses truesight 60 ft., tremorsense 100 ft., passive Perception 14

Languages Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.

Challenge 12 (8,400 XP)

Keen Hearing and Smell. The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Weapons. The son of Fenris' weapon attacks are magical.

Arctic Tunneler. While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft.

Spellcasting. the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:

cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy

1st level (4 slots): bane, command, guiding bolt, sanctuary

2nd level (3 slots): blindness/deafness, hold person, silence

3rd level (3 slots): animate dead, bestow curse, dispel magic

4th level (3 slots): banishment, death ward, locate creature

5th level (2 slots): contagion, scrying

6th level (1 slot): harm

7th level (1 slot): plane shift

8th level (1 slot): earthquake

Trampling Charge. If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action.

Actions

Multiattack. The son of Fenris makes one bite attack and one slam attack.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.

Acid Breath (Recharge 5-6). The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw.

Description

The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins.
Demonic Wolves. Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart.
Hibernate Until Ravenous. Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails.
Desperate Worshipers. Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.

Stat block from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.