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Fenris Wolf

Fenris Wolf
Odin and Fenris (the title given to the work in the list of illustrations on page vii). Guerber, H. A. (Hélène Adeline) (1909). Myths of the Norsemen from the Eddas and Sagas.

Fenris is a gigantic and terrible monster who favoured the shape of wolf greater in size than any man. He was the eldest child of the malevolent god Loki and the giantess Angerboda.

Fenrir is bound by the gods, but is ultimately destined to grow too large for his bonds and devour Odin during the course of Ragnarök. At that time he will have grown so large that his upper jaw touches the sky while his lower touches the earth when he gapes. After killing Odin he will be slain by Odin‘s son, Vidar who will rip his jaws asunder .

Learning from the prophecy that the children of Loki and Angrboða would bring trouble to the gods, Odin had the wolf brought to him along with his brother Jörmungandr and his sister Hel.

After casting Jörmungandr into the sea and Hel down into the land of the dead, Odin had the wolf raised among the Aesir. Only the god Tyr was daring enough to feed the growing monster. The gods urged by the wolf’s increasing strength and by prophecies that he would be their destruction, attempted to bind the great beast. Twice he agreed to be chained and twice easily burst out of two successive fetters.

Odin then had the dwarfs forge the chain Gleipnir the gods challenged Fenris to break this chain also. But the wolf noted the thinness and fineness of construction of Gleipnir and not unreasonably suspected a trick. He agreed to make the test only if one of the gods was willing to place his hand in the wolf’s mouth during the binding as a pledge to free him if he failed to break the chain. No god was willing to do this, until Tyr stood forth and placed his hand in the wolf’s mouth. Fenris strained to burst the chain but the more he struggled the tighter he was held. When the gods would not free him, the wolf bit off Tyr’s hand.


Epic Monsters: Fenrir (5E)

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Epic Monsters: Fenrir (5E) | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

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!


Fenrir
Gargantuan beast, neutral
Armor Class 17 (natural armor)
Hit Points 290 (20d20+80)
Speed 70 ft.

STRDEXCONINTWISCHA
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
Languages Norse
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.

ACTIONS
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.

LEGENDARY ACTIONS
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.

Fenris Wolf

Originally Posted by Shade of the En World forums.

On this Thread

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

Fenris Wolf
Colossal magical beast (Extraplanar)
Hit Dice88d10+2,112 (2,596 hp)
Initiative+21
Speed100 ft. (20 squares)
Armor Class65 (-8 size, +13 Dexterity, +50 natural), touch 15, flat-footed 52
Base Attack/Grapple+88/+126
AttackBite +103 melee (12d6+22/15-20/x3 plus 2d6 on a crit)
Full AttackBite +103 melee (12d6+22/15-20/x3 plus 2d6 on a crit) and 2 claws +101 melee (10d6+11/19-20)
Space/Reach50 ft./40 ft.
Special AttacksAugmented critical, battle frenzy, frightful howl, improved grab, savage 60d6+110, shockwave, swallow whole, trip
Special QualitiesBlindsight 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
SavesFort +76, Ref +59, Will +46
AbilitiesStrength 54, Dexterity 36, Constitution 59, Intelligence 18, Wisdom 32, Charisma 19
SkillsHide +98, Jump +141, Listen +114, Move Silently +114, Spot +114, Survival +102*
FeatsAlertnessAwesome Blow, CleaveCombat Expertise, Devastating Critical (bite, DC 76), Dire Charge, Epic FortitudeEpic Will, Great Cleave, Great FortitudeImproved Bull RushImproved Critical (bite), Improved Critical (claw), Improved InitiativeImproved Trip, Iron Will, Legendary LeaperMultiattack, Power Attack, Overwhelming Critical (bite), Superior Initiative, Track (B), Weapon Focus (bite), Weapon Focus (claw)
EnvironmentAsgard
OrganizationSolitary
Challenge Rating40
TreasureNone
AlignmentChaotic evil
Advancement
Level Adjustment

COMBAT

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).

Skills: The Fenris wolf has a +10 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by Scent.

Gleipnir

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).

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