Asgardian Pantheon • Loki’s Children
Fenrir — The Bound Wolf of Ragnarök
Fenrir at a Glance
| Nature | Unique intelligent mythic wolf; monstrous child of Loki and Angrboða |
|---|---|
| Parents | Loki and Angrboða |
| Siblings | Hel and Jörmungandr |
| Status | Bound; Ragnarök has not released him |
| Prison | Lyngvi in the lake Ámsvartnir |
| Binding | Gleipnir, the impossible fetter |
| One who fed him | Týr |
| Price of the binding | Týr’s hand |
| Alignment | Chaotic Evil in the game-stat traditions; intelligent, vengeful and fully aware of the gods’ betrayal |
| Divine rank | None assigned; Fenrir is a unique mythic monster rather than an Æsir or Vanir deity |
| Foretold fate | Kills Odin at Ragnarök and is then killed by Víðarr |
Fenrir is the colossal wolf born to Loki and Angrboða: brother of Jörmungandr and Hel, fostered among the gods, fed by Týr, deceived into Gleipnir and fated to kill Odin at Ragnarök. He is not currently roaming the worlds. He remains bound on Lyngvi in the lake Ámsvartnir, a sword wedged between his jaws, waiting for the breaking of bonds that prophecy places at the end of the present divine order.
Family: Loki · Angrboða · Hel · Jörmungandr
Oaths and fate: Týr · Odin · Víðarr · Ragnarök · Asgardian Pantheon
Campaign Present
What Is Fenrir Doing Now?
Fenrir is still bound. Gleipnir remains fast, the sword remains between his jaws and the river Ván still marks the violence of his confinement. He can neither break the fetter by brute strength nor use the supernatural freedom that defeats ordinary restraints.
Bound does not mean mindless or dormant. Fenrir remembers Týr, Odin and every god who participated in the deception. Those who find the prison can speak to a creature with intelligence, memory and a grievance older than kingdoms. He does not need to invent lies about what happened: the gods really did trick him, and Týr really did place his hand in Fenrir’s mouth as the pledge that made the trap possible.
The immediate danger is therefore not Fenrir charging across Midgard. It is someone discovering a valid way to alter Gleipnir, the anchoring stone, the sword, the island or the prophecy governing the binding. Every faction interested in Ragnarök has a reason to search for Lyngvi.
The Binding of Fenrir
Fenrir grew so quickly among the gods that fear replaced tolerance. Týr alone was willing to feed him. The Æsir first tested the wolf with Lædingr and then Drómi. Fenrir broke both.
The gods then turned to impossible craft. Dwarven smiths made Gleipnir from things that cannot ordinarily be gathered: the sound of a cat’s footfall, a woman’s beard, mountain roots, a bear’s sinews, a fish’s breath and a bird’s spittle. The result looked like a soft ribbon rather than a chain.
Fenrir recognised the danger. He agreed to be bound only if one god placed a hand in his mouth as a pledge of good faith. Týr did so knowing what the gods intended. When Gleipnir held and the gods refused to release the wolf, Fenrir bit off Týr’s hand.
Gleipnir — The Binding That Overrides Freedom
Gleipnir is not simply a rope with very high hit points. It exists to solve one mythic problem: Fenrir can break ordinary restraints. The artifact therefore overrides abilities that would normally let him escape grapples, restraints, magical slowing or conventional confinement.
| Ruleset | Effect |
|---|---|
| 5.5e / 2024 | Fenrir is Restrained, his Speed is 0 and Unfetterable does not function. Ordinary attacks, ability checks and spells cannot break Gleipnir. |
| 5e / 2014 | Fenrir is restrained, his speed becomes 0, and Unfetterable does not function. Conventional damage, checks and spells cannot break Gleipnir; freeing him requires a specific artifact-level intervention or the foretold end of the binding. |
| Pathfinder 1e | Gleipnir suppresses Unfetterable. Combat manoeuvres, Escape Artist, Strength checks, sunder and non-artifact magic cannot free him. |
| D&D 3.5e | Gleipnir overrides Unfetterable and continuous freedom of movement. Ordinary Strength, weapons and dispelling do not break it. |
A campaign that allows Gleipnir to be broken should make the method specific and consequential: an artifact, an equal cosmic law, the prophesied breaking of bonds at Ragnarök, or a carefully established vulnerability. A high Strength check is not enough.
Game Statistics
Fenrir is a unique mythic wolf, not an Æsir or Vanir god. Choose the rules edition used at your table. All four stat blocks are original campaign conversions or adaptations; the 3.5e version keeps his epic legacy scale.
Armor Class 25 (natural armor)
Hit Points 676 (33d20 + 330)
Speed 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 18 (+4) | 30 (+10) | 16 (+3) | 22 (+6) | 24 (+7) |
Saving Throws Str +19, Dex +13, Con +19, Wis +15, Cha +16
Skills Athletics +19, Intimidation +16, Perception +15, Survival +15
Damage Resistances cold
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 25
Languages Old Norse, Giant
Challenge 30 (155,000 XP; PB +9)
Traits
Keen Hearing and Smell. Fenrir has Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (4/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.
Siege Monster. Fenrir deals double damage to objects and structures.
Unfetterable. Non-artifact magic can’t reduce Fenrir’s Speed. At the start of each of his turns, Fenrir can end the Grappled or Restrained condition on himself if that condition was not caused by an Artifact. This trait does not function against Gleipnir.
Actions
Multiattack. Fenrir makes three attacks: one Bite and two Claws.
Bite. Melee Attack Roll: +19, reach 20 ft. Hit: 49 (6d12 + 10) Piercing damage. If the target is a Huge or smaller creature, it is Grappled (escape DC 27). Until this grapple ends, the creature is Restrained. Fenrir can have one creature grappled in his jaws at a time.
Claw. Melee Attack Roll: +19, reach 15 ft. Hit: 36 (4d12 + 10) Slashing damage. If the target is Huge or smaller, it must succeed on a DC 27 Strength saving throw or have the Prone condition.
Swallow. Fenrir makes a Bite attack against a Huge or smaller creature he is grappling in his jaws. On a hit, the target takes the Bite’s damage, is swallowed, and the grapple ends.
While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against effects originating outside Fenrir, and takes 55 (10d10) Acid damage at the start of each of Fenrir’s turns.
If Fenrir takes 80 or more damage during a single turn from creatures inside him, he regurgitates all swallowed creatures at the end of that turn. They appear Prone in unoccupied spaces within 20 feet of him.
Dread Howl (Recharge 5–6). Each enemy of Fenrir’s choice within 300 feet that can hear him must make a DC 24 Wisdom saving throw. On a failure, the creature takes 45 (10d8) Psychic damage and has the Frightened condition for 1 minute. On a success, it takes half as much damage and isn’t Frightened. A frightened creature repeats the saving throw at the end of each of its turns, ending the condition on itself on a success.
World-Shaking Pounce (Recharge 6). Fenrir moves up to his Speed without provoking Opportunity Attacks. At the end of this movement, each creature on the ground within 30 feet must make a DC 27 Dexterity saving throw, taking 45 (10d8) Bludgeoning damage and falling Prone on a failed save, or taking half as much damage without falling Prone on a successful save.
Bonus Actions
Ravenous Advance. Fenrir moves up to half his Speed toward a creature he can see that is Frightened, Grappled by him, or below half its Hit Point maximum. This movement doesn’t provoke Opportunity Attacks from that creature.
Reactions
Snap at the Bold. When a creature Fenrir can see enters his Bite’s reach, Fenrir makes one Bite attack against it.
Legendary Actions
Fenrir can take 3 Legendary Actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. Fenrir regains all spent Legendary Actions at the start of his turn.
Hunt. Fenrir moves up to half his Speed without provoking Opportunity Attacks.
Claw. Fenrir makes one Claw attack.
Chomp (Costs 2 Actions). Fenrir makes one Bite attack or uses Swallow against a creature already grappled in his jaws.
Break the Ground (Costs 2 Actions). Each creature on the ground within 30 feet must succeed on a DC 27 Dexterity saving throw or take 28 (8d6) Bludgeoning damage and fall Prone. A successful save halves the damage and prevents the creature from falling Prone.
Optional Ragnarök Phase
Ragnarök Unbound. When Fenrir is used as one of the principal creatures in Ragnarök, the first time he is reduced to 0 Hit Points he can instead regain 338 Hit Points, immediately recharge Dread Howl and World-Shaking Pounce, and move up to his Speed.
Ragnarök Unbound is an encounter-phase upgrade and is not included in the base CR 30 rating.
Fenrir, the Bound Devourer — D&D 5e / 2014
Gargantuan monstrosity (titan), chaotic evil
Original 2014-rules campaign conversion, not an official published stat block. These are Fenrir’s combat rules if released from Gleipnir.
Armor Class 25 (natural armor) · Hit Points 676 (33d20 + 330) · Speed 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 18 (+4) | 30 (+10) | 16 (+3) | 22 (+6) | 24 (+7) |
Saving Throws Str +19, Dex +13, Con +19, Wis +15, Cha +16 · Skills Athletics +19, Intimidation +16, Perception +15, Survival +15
Damage Resistances cold · Damage Immunities poison · Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 25 · Languages Old Norse, Giant · Challenge 30 (155,000 XP)
Traits
Keen Hearing and Smell. Fenrir has advantage on Wisdom (Perception) checks relying on hearing or smell.
Legendary Resistance (4/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.
Siege Monster. Fenrir deals double damage to objects and structures.
Unfetterable. Non-artifact magic cannot reduce Fenrir’s speed. At the start of each turn he can end one grappled or restrained effect on himself unless imposed by an artifact. This trait cannot free him from Gleipnir.
Actions
Multiattack. Fenrir makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 49 (6d12 + 10) piercing damage. A Huge or smaller creature hit is grappled (escape DC 27) and restrained while grappled. Fenrir can hold one creature in his jaws at a time.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) slashing damage. A Huge or smaller target must succeed on a DC 27 Strength saving throw or be knocked prone.
Swallow. Fenrir makes a bite attack against a Huge or smaller creature grappled in his jaws. On a hit, it takes bite damage, is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, has total cover from effects outside Fenrir, and takes 55 (10d10) acid damage at the start of each of Fenrir’s turns. If creatures inside deal 80 or more damage to Fenrir during one turn, he regurgitates them at the end of that turn. They fall prone in unoccupied spaces within 20 feet.
Dread Howl (Recharge 5–6). Each enemy Fenrir chooses within 300 feet that can hear him makes a DC 24 Wisdom saving throw. On a failure it takes 45 (10d8) psychic damage and is frightened for 1 minute; on a success it takes half damage and is not frightened. A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success.
World-Shaking Pounce (Recharge 6). Fenrir moves up to his speed without provoking opportunity attacks. At the end of this movement creatures on the ground within 30 feet make a DC 27 Dexterity saving throw, taking 45 (10d8) bludgeoning damage and falling prone on a failure, or half damage and not falling prone on a success.
Bonus Actions
Ravenous Advance. Fenrir moves up to half his speed towards a creature he sees that is frightened, grappled by him or below half its hit point maximum. This movement provokes no opportunity attack from that creature.
Reactions
Snap at the Bold. When a creature Fenrir can see enters the reach of his bite, he can make one bite attack against it.
Legendary Actions
Fenrir can take 3 legendary actions, choosing from the options below, one at a time at the end of another creature’s turn. He regains all spent legendary actions at the start of his turn.
Hunt. Fenrir moves up to half his speed without provoking opportunity attacks.
Claw. Fenrir makes one claw attack.
Chomp (Costs 2 Actions). Fenrir makes one bite attack, or uses Swallow against a creature already grappled in his jaws.
Break the Ground (Costs 2 Actions). Creatures on the ground within 30 feet make a DC 27 Dexterity saving throw, taking 28 (8d6) bludgeoning damage and falling prone on a failure, or half damage and not falling prone on a success.
Optional Ragnarök Phase
Ragnarök Unbound. In a Ragnarök encounter, the first time Fenrir would fall to 0 hit points, he can instead regain 338 hit points, recharge Dread Howl and World-Shaking Pounce, and move up to his speed. This optional encounter upgrade is not included in his base CR 30.
Gleipnir. While Fenrir is bound, the artifact overrides Unfetterable and keeps him restrained. These combat statistics describe the wolf after release.
CE Colossal magical beast (extraplanar, mythic, unique)
Init +13/-7; Senses darkvision 120 ft., low-light vision, scent; Perception +59
Aura frightful presence (300 ft., DC 35)
Defense
AC 48, touch 11, flat-footed 39 (+9 Dex, +37 natural, -8 size)
hp 766 (36d10 + 432 Con + 36 Toughness + 100 mythic)
Fort +34, Ref +31, Will +26; second save
Defensive Abilities block attacks, mythic resilience; DR 10/epic; Immune fear, poison; SR 41
Offense
Speed 100 ft.
Melee bite +42 (8d10+19/17–20/×4 plus grab), 2 claws +41 (6d10+19)
Space 30 ft.; Reach 30 ft. (40 ft. with bite)
Special Attacks augmented critical, feral savagery, frightful presence, grab, mythic power (10/day, surge +1d12), pounce, savage, shockwave, swallow whole, trip
Statistics
Str 36, Dex 28, Con 34, Int 18, Wis 34, Cha 24
Base Atk +36; CMB +57; CMD 76 (80 vs. trip)
Feats Alertness, Awesome Blow, Cleave, Combat Expertise, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Mythic Feats Great Fortitude (mythic), Improved Critical (bite) (mythic), Iron Will (mythic), Lightning Reflexes (mythic), Power Attack (mythic)
Skills Acrobatics +48 (+76 when jumping), Intimidate +43, Perception +59, Sense Motive +50, Stealth +32, Survival +48
Skill calculation (original conversion). Six skills have 36 ranks each (216 ranks total). Acrobatics, Perception and Stealth are magical beast class skills. Intimidate and Survival use their ordinary ability modifiers without a class-skill bonus. Fenrir receives an original +2 racial bonus on Sense Motive, bringing it to +50. His Stealth includes the Colossal size penalty; jumping includes the bonus for his 100-foot speed.
Languages Old Norse, Giant; can communicate with wolves
SQ keen senses, siege monster, unfetterable
Mythic Abilities block attacks, dual initiative, feral savagery, mythic grab, pounce, powerful blows, second save, savage, shockwave, unfetterable, unstoppable
GM encounter warning. This is an original epic boss. With Dual Initiative and Feral Savagery, Fenrir can make two full attacks per round; if every attack hits, those attacks average about 460 damage before critical hits or other special powers. That is substantially above Pathfinder’s ordinary CR 30 damage benchmark of about 255. The listed CR 30/MR 10 should not be treated as a reliable prediction of difficulty for an unprepared party.
Ecology
Environment Asgardian mythic realms
Organization solitary
Treasure none
Special Abilities
Augmented Critical (Ex). Fenrir’s bite has a base threat range of 19–20 and a ×3 critical multiplier. Improved Critical expands the threat range to 17–20, while Improved Critical (mythic) increases the multiplier to ×4.
Block Attacks (Ex). Once per round when Fenrir is hit by a melee or ranged attack, he can attempt a melee attack roll using his bite attack bonus. If his result exceeds the attack roll that struck him, that attack misses instead.
Dual Initiative (Ex). Fenrir acts twice each round, once at initiative +13 and again at initiative -7. Effects whose duration is measured in rounds advance only on Fenrir’s first turn each round.
Feral Savagery (Su). Whenever Fenrir makes a full attack, he can immediately make one additional bite attack at his full attack bonus.
Frightful Presence (Su). Creatures within 300 feet that are aware of Fenrir must succeed on a DC 35 Will save or become frightened for 5d6 rounds. A creature that succeeds is immune to Fenrir’s frightful presence for 24 hours. The save DC is Charisma-based.
Grab (Ex). If Fenrir hits a Gargantuan or smaller creature with his bite, he can attempt to start a grapple as a free action without provoking an attack of opportunity.
Mythic Grab (Ex). Fenrir takes no penalty for using grab while fighting creatures smaller than himself. By expending one use of mythic power, he can use grab against another Colossal creature for 1 round.
Mythic Power (Su). Fenrir can expend mythic power 10 times per day. He has a surge die of +1d12.
Mythic Resilience (Ex). When Fenrir succeeds at a saving throw against an effect that normally has a reduced effect on a successful save, he instead suffers no effect.
Pounce (Ex). When Fenrir charges, he can make a full attack at the end of the charge.
Powerful Blows (Ex). Fenrir adds 1-1/2 times his Strength modifier (+19) to damage with both his bite and his claw attacks. This original mythic ability overrides the normal damage modifier for his bite while making multiple natural attacks.
Savage (Ex). Once per round when Fenrir successfully trips or pins an opponent, he tears into the fallen creature for an additional 12d6+19 points of slashing and piercing damage.
Second Save (Ex). Whenever Fenrir fails a saving throw against an effect whose duration is longer than 1 round, he can attempt the saving throw again at the beginning of his next turn. A successful second save affects him as though he had succeeded on the original save.
Shockwave (Ex). As a standard action, Fenrir hurls his weight against the ground. Every other creature standing on the ground within 100 feet must succeed on a DC 41 Reflex save or take 20d6 points of bludgeoning damage and fall prone. A successful save halves the damage and prevents the creature from falling prone. Objects and structures take double damage. The save DC is Strength-based (10 + half Fenrir’s 36 racial Hit Dice + his +13 Strength modifier). The effect resembles a localized earthquake but is not a spell.
Swallow Whole (Ex). Fenrir can swallow a grappled Gargantuan or smaller creature with a successful grapple check. A swallowed creature takes 12d6+19 points of bludgeoning damage plus 12d6 points of acid damage at the beginning of Fenrir’s turn. The interior has AC 34 and 80 hit points for the purpose of cutting an exit.
Trip (Ex). Whenever Fenrir hits an opponent with his bite, he can attempt a trip combat maneuver against that creature as a free action without provoking an attack of opportunity.
Unfetterable (Su). Fenrir is continuously protected as though by freedom of movement. As a swift action, he can expend one use of mythic power to end one non-artifact condition or restraint that impedes his movement. Neither benefit functions against Gleipnir.
Unstoppable (Ex). When Fenrir would become dazed, paralyzed, staggered or stunned, he can expend one use of mythic power as an immediate action to ignore the condition until the end of his next turn.
Siege Monster (Ex). Fenrir deals double damage to objects and structures.
| Hit Dice | 88d10+2,112 (2,596 hp) |
|---|---|
| Initiative | +21 |
| Speed | 100 ft. (20 squares) |
| Armor Class | 65 (-8 size, +13 Dex, +50 natural), touch 15, flat-footed 52 |
| Base Attack/Grapple | +88/+126 |
| Attack | Bite +103 melee (12d6+22/15–20/×3 plus 2d6 on a critical) |
| Full Attack | Bite +103 melee (12d6+22/15–20/×3 plus 2d6 on a critical) 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, 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 | Str 54, Dex 36, Con 59, Int 18, Wis 32, Cha 19 |
| Skills | Hide +98, Jump +141, Listen +114, Move Silently +114, Spot +114, Survival +102* |
| Feats | Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Devastating Critical (bite, DC 76), Dire Charge, Dodge, Epic Fortitude, Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Legendary Leaper, Mobility, Multiattack, Overwhelming Critical (bite), Power Attack, Run, Spring Attack, Superior Initiative, Weapon Focus (bite), Weapon Focus (claw), Track (B) |
| Environment | Asgardian mythic realms |
| Organization | Solitary |
| Challenge Rating | 40 |
| Treasure | None |
| Alignment | Chaotic evil |
| Advancement | — |
| Level Adjustment | — |
| Languages | Old Norse, Giant; can communicate with wolves |
Combat
Fenrir relies on overwhelming movement, reach and physical force. He can bite, rake with both foreclaws, hurl opponents to the ground and swallow creatures smaller than himself. His full attack uses the bite and both claws.
Augmented Critical (Ex). Fenrir’s bite has a base threat range of 18–20 and deals ×3 damage on a critical hit. Improved Critical expands the displayed threat range to 15–20. His epic critical feats apply normally.
Battle Frenzy (Ex). When Fenrir is reduced to 25% or fewer of his maximum hit points, he gains a +4 untyped bonus to Strength and may make one additional bite attack each round at a -5 penalty. While frenzy lasts, Strength is 58 (+24): add +2 to his listed Strength-based attack rolls, grapple and trip checks, and Strength-based save DCs (including Shockwave and Devastating Critical); adjust Strength-based damage bonuses accordingly. The additional bite uses the adjusted bite attack bonus with its stated -5 penalty. These benefits end if he is healed above that threshold.
Frightful Howl (Su). As a standard action Fenrir can unleash a howl in a 1-mile-radius spread. Opponents with fewer Hit Dice or levels than Fenrir must succeed on a DC 58 Will save or become shaken. A successful save grants immunity to Fenrir’s Frightful Howl for 24 hours. The save DC is Charisma-based.
Improved Grab (Ex). To use this ability, Fenrir must hit a Huge or smaller opponent with his bite. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he establishes a hold, he can attempt to swallow the opponent on his next turn.
Savage (Ex). If Fenrir successfully trips an opponent, he can immediately savage the fallen creature, dealing an additional 60d6+110 points of damage. If a creature falls prone for another reason in an area Fenrir threatens, he may use Savage against it as his attack of opportunity for that round.
Shockwave (Ex). As a standard action Fenrir throws his immense body against the ground. All other creatures within 100 feet must succeed on a DC 76 Reflex save or fall prone. Structures in the area take 4d6 points of damage. The effect resembles a sharply localized earthquake, but is extraordinary rather than spellcasting. The save DC is Strength-based.
Swallow Whole (Ex). Fenrir can swallow a grappled Huge or smaller opponent by succeeding on a grapple check. A swallowed creature takes 24d6+22 points of crushing damage plus 12d6+26 points of acid damage each round. A creature can cut its way free by dealing 200 points of damage to the digestive tract (AC 35). Once an opening is used, muscular action closes it.
Fenrir’s gullet can contain two Huge, four Large, eight Medium, thirty-two Small, 128 Tiny, or 512 Diminutive or smaller creatures.
Trip (Ex). When Fenrir hits with his bite he may attempt to trip the target as a free action, using a +38 modifier on the opposed Strength check, without making a touch attack or provoking an attack of opportunity. If the attempt fails, the defender cannot attempt to trip Fenrir in return.
Unfetterable (Su). Fenrir is continuously protected as though by freedom of movement, and ordinary restraints cannot hold him. This ability cannot be dispelled or suppressed by conventional magic. Gleipnir specifically overrides this ability.
Skills. In this original epic conversion, Hide, Jump, Listen, Move Silently, Spot and Survival are Fenrir’s six racial class skills, each with 91 ranks (88 racial Hit Dice + 3). Fenrir has a +10 racial bonus on Hide, Listen, Move Silently and Spot checks. He has a +4 racial bonus on Survival checks made to track by scent.
Ragnarök — Odin and the Wolf
Fenrir’s release belongs to Ragnarök. When bonds fail and the old order collapses, the wolf runs free. His jaws open monstrously wide, and he meets Odin in the final battle.
Fenrir devours Odin. Víðarr then avenges his father and kills the wolf. Fenrir is not the wolf responsible for swallowing the Sun or Moon; those traditions belong to Sköll and Hati, who pursue Sól and Máni. His defining final act is the death of Odin.
The optional Ragnarök phase in the 5.5e statistics is therefore not part of Fenrir’s ordinary campaign-present encounter. Using it means the campaign has crossed into the prophesied end-war or an equivalent cosmic event.
Those Who Seek the Wolf
Fenrir has no need for a conventional priesthood, but mortals and supernatural factions still gather around his story. Some regard him as the victim of a divine betrayal. Others want a weapon against Odin or Asgard. A few seek the secret of Gleipnir because a restraint capable of holding Fenrir could hold almost anything.
Release Cults
They seek Lyngvi, fragments of dwarven craft and loopholes in the old binding. Their greatest danger is believing Fenrir owes gratitude to anyone who frees him.
Keepers of the Binding
Agents of Asgard guard routes, suppress false maps and inspect any magical craft that imitates Gleipnir’s impossible materials.
Týr’s Witnesses
Some oath-cults study the binding as a lesson in necessary betrayal and accepted cost. They insist that no one invoke Týr’s sacrifice while shifting the price onto someone else.
Fenrir’s Own Position
He does not need worshippers to validate his grievance. He wants the binding ended and remembers exactly who participated in making it permanent.
Adventure Pressure
Gleipnir Has Slack
For the first time, one finger’s width of slack appears in the binding. Fenrir has not changed size and no strand is visibly damaged.
The Second Ribbon
A dwarven vault contains another soft cord made from impossible things. It was not crafted for Fenrir, and no surviving smith admits knowing what it was meant to hold.
The Sword Moves
The sword wedged between Fenrir’s jaws shifts by itself. The river Ván briefly stops flowing.
Týr’s Hand
A divine relic claiming to be Týr’s severed hand begins pulling toward Lyngvi. Týr says the object is genuine—and that it should not exist where it has been found.
Where the Story Leads
The gods’ world. Asgard is the divine home threatened by Fenrir’s release. Jötunheim offers context for his mother’s giant kin; the routes of Yggdrasill matter to anyone trying to cross between these realms.
Fate and the end-war. The Norns offer a way to explore the difference between foretelling Ragnarök and causing it. Garm, the hound who fights Týr, is a different creature from Fenrir. The wolves pursuing Sól and Máni belong to another strand of the prophecy.
Sources & Licensing
Gylfaginning supplies the fullest surviving narrative of Fenrir’s growth, the failed chains, Gleipnir, Týr’s pledge and lost hand, the sword in the wolf’s mouth and the river Ván. Völuspá and related Ragnarök traditions establish Fenrir’s release, Odin’s death and Víðarr’s vengeance.
The four edition-specific stat blocks are campaign mechanics and adaptations, not official published deity rules. Fenrir is a unique mythic monster, not an Æsir or Vanir deity.
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