“Unleashing Ragnarok: Meet Fenris Wolf, the Giant Wolf destined to devour gods!”
In the vast tapestry of Norse mythology, the colossal and fearsome Fenris Wolf stands as a formidable figure of unparalleled strength and terror. With a coat of dark, matted fur, he exudes an aura of raw power, each step causing the ground to tremble beneath his immense paws. His eyes, burning with a fiery intensity, gleam like two orbs of molten gold, betraying an ancient intelligence that seems to peer into the depths of the cosmos.
The Wolf’s monstrous form is a sight to behold—a creature of savage beauty and primal grace. His massive jaws, adorned with sharp, ivory fangs, could snap a ship in two with ease. Enormous muscles ripple beneath his fur, attesting to the immeasurable strength contained within his frame. Around his neck, the gleaming chain of Gleipnir, forged by cunning dwarves, holds him captive, a testament to the gods’ fear of his boundless power.
His demeanor is one of both restraint and seething fury. Despite his captivity, an air of undeniable menace surrounds the wolf, an aura that speaks of the cataclysmic force he could unleash upon the realms if ever set free. A restless hunger simmers in his piercing gaze, and the air around him seems charged with a tangible sense of danger.
Present Tense Bio: Fenris Wolf, the offspring of the trickster Loki and the giantess Angrboda, was fated from birth to play a pivotal role in the events leading up to Ragnarok, the prophesized end of the world. Born with a destiny entwined with cosmic chaos, his existence became a source of trepidation for the gods of Asgard.
Feared for his immense strength and potential to bring about destruction, the gods devised a cunning plan to bind the Wolf. The chains of Gleipnir, thin yet unyielding, ensnared him, forever locking away his cataclysmic power. But even in captivity, Fenris Wolf’s purpose remains clear—to embody the forces of chaos and challenge the gods during the final battle of Ragnarok.
His bound form serves as a constant reminder to the divine realm of the challenges that lie ahead. His actions and motivations are intricately tied to his longing for freedom, to unleash his wrath upon the realms that sought to subdue him. His rage simmers, waiting for the day when the chains will shatter, and he can finally fulfill his cosmic role.
In this unyielding state of imprisonment, his tale echoes through the ages, inspiring both awe and dread in the hearts of gods and mortals alike. As the world approaches the inevitable confrontation of Ragnarok, his presence continues to cast a shadow of uncertainty over the divine realms, a reminder of the eternal struggle between order and chaos.
Through the annals of mythology, Fenris Wolf’s saga will forever endure—a story of untamed power, celestial conflict, and a destiny intertwined with the threads of fate. As the cosmic clock ticks forward, the Wolf awaits the fateful hour when the chains of Gleipnir will fall, and his unleashed fury will usher in the end of days.
Fenris Wolf – The Bound Devourer
Gargantuan Monstrosity (Deity), Chaotic Evil
Armor Class 30 (natural armor)
Hit Points 888 (48d20+384)
Speed 60 ft.
|30 (+10)||20 (+5)||26 (+8)||18 (+4)||22 (+6)||24 (+7)|
Saving Throws Str +18, Dex +13, Con +17, Wis +15
Skills Perception +15, Intimidation +20
Damage Immunities Cold, Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 25
Languages Understands All, but can’t speak
Challenge 35 (225,000 XP)
Legendary Resistance (3/Day). If Fenris Wolf fails a saving throw, it can choose to succeed instead.
Keen Smell. He has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. He can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.
- Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 36 (4d10+10) piercing damage.
- Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d8+10) slashing damage.
Frightful Presence. Each creature of Fenris Wolf’s choice within 120 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 Fenris Wolf’s Frightful Presence for the next 24 hours.
Swallow. Fenris Wolf makes one Bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Fenris Wolf, and it takes 42 (6d10+10) acid damage at the start of each of Fenris Wolf’s turns. If the swallowed target takes 60 damage or more on a single turn from Fenris Wolf’s acid, the swallowed target is regurgitated, ending the effect. If he dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 30 feet of movement, exiting prone.
Fenris Wolf 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. He regains spent legendary actions at the start of its turn.
- Attack. He makes one Claw attack.
- Chomp (Costs 2 Actions). He makes one Bite attack.
- Terrifying Howl (Costs 3 Actions). Each creature of Fenris Wolf’s choice within 120 feet of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
On initiative count 20 (losing initiative ties), Fenris Wolf can take a lair action to cause one of the following magical effects:
- Chilling Frost. Icy winds sweep through the lair. Each creature within 120 feet of Fenris Wolf must make a DC 24 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
- Ensnaring Roots. Roots and vines erupt from the ground, entangling all creatures within 60 feet of Fenris Wolf. Each creature must succeed on a DC 24 Strength saving throw or be restrained until the start of its next turn.
- Summon Winter Wolves. Fenris Wolf summons 1d4+2 winter wolves to its aid. The wolves appear in unoccupied spaces within 60 feet of Fenris Wolf and act immediately after it in the initiative order.
The region around Fenris Wolf’s lair is warped by its presence, creating the following effects:
- Freezing Climate. The temperature in the region drops significantly, causing snow and ice to cover the land.
- Fearsome Aura. Creatures within 1 mile of Fenris Wolf’s lair have disadvantage on saving throws against being frightened.
- Eternal Night. The sun is obscured, creating perpetual twilight within a 5-mile radius of Fenris Wolf’s lair.
Divine Artifact: Gleipnir
Gleipnir, the unyielding chain, is a divine artifact forged by the cunning dwarves. This legendary chain is unbreakable and was specifically created to bind Fenris Wolf. With Gleipnir in place, Fenris Wolf is unable to escape and remains bound until the events of Ragnarok, when it will play a crucial role in the final cosmic battle.
Fenris Wolf, the Bound Devourer, is a powerful and fearsome deity of chaos and destruction. Imprisoned by the cunning dwarves with the divine artifact Gleipnir, its existence is a constant threat to the realms. Its legendary power, strength, and ferocity make it a formidable opponent, capable of unleashing cataclysmic devastation upon its enemies. Its bound nature, however, fuels a desire for revenge and freedom, as it seeks to break the chains that hold it captive and wreak havoc upon the world. Fenris Wolf’s dark legacy, entwined with the prophecy of Ragnarok, ensures that its actions are guided by an enigmatic and ominous purpose, leaving a trail of fear and destruction in its wake.
Epic Monsters: Fenrir (5E)
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!
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
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.
Magic Weapons. Fenrir’s weapon attacks are magical.
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.
Originally Posted by Shade of the En World forums.
The Fenris Wolf is more akin to a force of nature than any sort of ordinary monster. This creature is the offspring of the union between the god Loki and a mortal giantess named Angur-boda. The wolf looks like a timber wolf but is enormous in scale, being 50′ tall at the shoulderand weighs 100 tons. Its eyes betray its evil and inherently destructive nature.
Fenrir, the Fenris wolf, is the son of the Norse deity Loki and a giantess. He bit a hand off Tyr, and it is prophesized that he will swallow Odin at Ragnarok.
This monster once lived in Asgard with the gods due to a technicality in the law which allowed spawn of the gods to roam around freely and unharmed. He spent many years roaming the countryside destroying anything and everything he saw, until the gods decided he could no longer be allowed to go free. The wolf is immensely strong and was unable to break any chain placed around his neck, no matter how strong. Odin commissioned the dwarves to create a magical chain called Gleipner a chain which would not break, and so they did; they forged a golden leash from the roots of a mountain, the noise of a moving cat, and the breath of a fish, and this leash was completely unbreakable.
Although it appears as nothing more than silken ribbon. To date, this is the only binding capable of holding the Fenris wolf, and it is believed that in the time of Ragnarok, it too shall fail.
Thus, the Fenris wolf was imprisoned and held captive. Every now and then, the wolf is able to slips his bonds and travel to Midgard to wreak havoc. This always brings the gods themselves to search for him and devise new ways of trapping him.
Fenrir sired two sons, Hati and Skoll, and is believed to be related to the legendary brachyuruses.
The Fenris wolf can speak Common and can communicate with all wolves
|Colossal magical beast (Extraplanar)|
|Hit Dice||88d10+2,112 (2,596 hp)|
|Speed||100 ft. (20 squares)|
|Armor Class||65 (-8 size, +13 Dexterity, +50 natural), touch 15, flat-footed 52|
|Attack||Bite +103 melee (12d6+22/15-20/x3 plus 2d6 on a crit)|
|Full Attack||Bite +103 melee (12d6+22/15-20/x3 plus 2d6 on a crit) and 2 claws +101 melee (10d6+11/19-20)|
|Space/Reach||50 ft./40 ft.|
|Special Attacks||Augmented critical, battle frenzy, frightful howl, improved grab, savage 60d6+110, shockwave, swallow whole, trip|
|Special Qualities||Blindsight 240 ft., damage reduction 20/epic, Darkvision 240 ft., fast healing 20, Low-Light Vision, resistance to acid 30, cold 30, electricity 30, fire 30, and sonic 30, Scent, unfetterable|
|Saves||Fort +76, Ref +59, Will +46|
|Abilities||Strength 54, Dexterity 36, Constitution 59, Intelligence 18, Wisdom 32, Charisma 19|
|Skills||Hide +98, Jump +141, Listen +114, Move Silently +114, Spot +114, Survival +102*|
|Feats||Alertness, Awesome Blow, Cleave, Combat Expertise, Devastating Critical (bite, DC 76), Dire Charge, Epic Fortitude, Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Trip, Iron Will, Legendary Leaper, Multiattack, Power Attack, Overwhelming Critical (bite), Superior Initiative, Track (B), Weapon Focus (bite), Weapon Focus (claw)|
The Fenris wolf frightens even the gods, so no opponent should fail to take him seriously. This monster is destruction personified, and is more than willing to prove it to all takers. He only attacks once per round, but his bite is so devastating that it is all he really needs.
While it prefers to simply grab and swallow anything it encounters, it sometimes likes to toy with its prey, tripping and eventually tearing the victim to shreds.
Augmented Critical (Ex): The Fenris wolf’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. Additionally, the victim must succeed on a DC 76 Fortitude save or lose a hand or foot (Fenris wolf’s choice) A victim who loses a foot falls prone and has its land speed reduced to 5 feet. A severed hand make it impossible for the subject to use objects or cast spells with somatic components. The save DC is Strength-based.
Battle Frenzy (Ex): When the Fenris wolf is reduced to 25% of its total hit points, it gains a +4 inherent bonus to Strength and can make an additional melee attack with its bite each round at a –5 penalty. These benefits cease when the Fenris wolf is healed above 25% of it hit points or reaches zero hit points.
Frightful Howl (Su): As a standard action, the Fenris wolf can emit a howl in a 1-mile-radius spread that affects opponents with fewer Hit Dice or levels than it has. The affected creature must make a successful DC 58 Will save or become shaken. Success indicates that the target is immune to the Fenris wolf’s frightful howl for one day. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the Fenris wolf must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Savage (Ex): If the Fenris wolf successfully trips an opponent, it latches onto the opponent’s body and tears the flesh. This automatically deals an additional 60d6+110 points of damage. If an opponent goes prone for any reason in an area the Fenris wolf threatens, the Fenris wolf can also savage the victim as a free action (treat as the Fenris wolf’s attack of opportunity for the round), even though it had nothing to do with tripping the foe.
Shockwave (Ex): The Fenris wolf can hurl itself to the ground as a standard action to create a localized Earthquake. All creatures within 100 feet of the Fenris wolf must make DC 76 Reflex saves or fall prone. Structures in the radius take 4d6 points of damage instead. The save DC is Strength-based.
Swallow Whole (Ex): The Fenris wolf can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 24d6+22 points of crushing damage plus 12d6+26 points of acid damage per round from the Fenris wolf’s digestive juices. A swallowed creature can cut its way out by dealing 200 points of damage to the Fenris wolf’s digestive tract (AC 35). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Fenris wolf’s gullet can hold 2 Huge, 4 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller creatures.
Trip (Ex): If the Fenris wolf hits with a bite attack it can attempt to trip its opponent (+38 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Fenris wolf.
Unfetterable (Su): The Fenris wolf is under a continuous freedom of movement effect that cannot be dispelled or suppressed by any means. Only epic-level magic can bind the Fenris Wolf, although a specific item or spell would have to be designed for this purpose (such as magical chain called Gleipner).
Gleipnir is the bindings that hold the mighty Fenris. Even though it is as thin as a silken ribbon, it is stronger than any iron chain. It was forged by the dwarves, and made of six wondrous ingredients
The sound of a cat’s footfall
The beard of a woman
The roots of a mountain
The sinews of a bear
The breath of a fish
The spittle of a bird
Thus we no longer hear a cat’s footfall, women have no beards, mountains have no roots, bears no sinews, fish no breath, and birds no spittle.
Gleipnir will hold until Ragnarök, when the bindings will break and Fenrir will devour Odin.
Gleipnir (Su): The leash that was constructed by the dwarves to contain the Fenris wolf is said to be unbreakable, and even the wolf cannot break it. This golden rope is as light and thin as silk, but is magically durable and cannot be broken or cut by any manmade or natural weapons, even those of +5 enchantment. The golden leash is resistant to all magic, even that of the gods, and no amount of strength or force will snap or destroy it. The Fenris wolf likes to trick creatures into loosening his bonds, then kills the hapless victim and sets free to rain death and destruction on the mortal world.
Originally appeared in Deities & Demigods (1980).
Currently in the World
In the depths of ancient Norse mythology, a figure of immense power and terror looms large—the mighty Fenris Wolf. From his very creation, he has been destined to play a crucial role in the cosmic events that will shape the fate of gods and mortals alike.
Born of the trickster god Loki and the giantess Angrboda, he emerged into the world as a fierce and colossal beast, his jaws capable of devouring the sun and moon. As he grew, his strength and hunger seemed insatiable, leaving the gods wary of the havoc he could wreak upon the realms.
Throughout the ages, Fenris Wolf’s interactions with the world have been both sparse and profound. In his youth, he roamed the wild lands of Asgard, causing the gods great concern with his uncontrollable might. Fearing the prophecies that spoke of his potential to bring devastation during Ragnarok, the gods decided to bind him.
The gods commissioned the skilled dwarves to forge an unbreakable chain called Gleipnir, deceptively thin but incredibly strong. They then tricked Fenris Wolf into testing the chain’s strength, promising him a demonstration of his might. With a combination of cunning and divine magic, they successfully bound him, securing his immense power.
In the years that followed, his presence remained a looming shadow over the cosmos. As the gods went about their affairs and the mortal realm flourished, his imprisonment served as a constant reminder of the challenges that awaited them during Ragnarok. He became both a symbol of fear and a focal point of hope for those who believed in the gods’ ability to triumph over chaos.
As the 1450s dawned, the world continued to turn, and the gods’ plans and intrigues unfolded. Fenris Wolf, though bound, still held his desires and motivations tightly. His greatest longing was for freedom—to break the unyielding chains of Gleipnir and unleash his fury upon the realms.
Deep within his confinement, Fenris Wolf nursed a burning desire for vengeance against the gods who feared him, whose actions led to his binding. His heart seethed with anger and a thirst for retribution against those who kept him from fulfilling his destiny.
Yet, even in his imprisoned state, Fenris Wolf was not idle. His influence seeped through the cosmos like an ominous undercurrent, affecting the minds of both gods and mortals. His bound form continued to be a source of fascination and dread, with tales of his imprisonment passed down through generations.
In this tumultuous time, Fenris Wolf’s fate and his connection to the divine realms remained as intertwined as ever. The gods knew that his eventual release during Ragnarok would herald a cataclysmic confrontation, a battle that would test their very existence.
As the world hurtled towards the destined apocalypse, Fenris Wolf’s bound form stood as a constant reminder of the fragile balance between order and chaos. He waited in the darkness, a silent and ominous presence, knowing that one day, the chain would break, and he would be free to fulfill his cosmic role.
In the face of this timeless narrative, the gods and the cosmos braced themselves for the inevitability of Ragnarok, where Fenris Wolf’s unleashed fury would become the ultimate test of their divine might and will. Until that fateful day, Fenris Wolf’s story, shrouded in both fear and fascination, would continue to echo through the annals of mythology, forever bound to the threads of destiny.