Medium Humanoid, Lawful Neutral
Armor Class 14 Without Armor
Hit Points 26 (6d8)
Speed 35 ft.
STR
24 (+7)
DEX
18 (+4)
CON
10 (+0)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, CON +3
Senses Darkvision 60 ft., Passive Perception 16
Languages Understands in Common, Sylvan and Bestial, but unable to write or read.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Alignment Smell. The girl is able to sniff people's alignment.

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

Remarkable Athlete. When she makes a running long jump, she adds +4 ft. to the distance.

Actions

Fenrir's Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 11 (1d10 + 7) piercing damage and (1d3) of fire damage after. The target must succeed on a DC 17 Strength saving throw or will fall to the ground with her bite.

Raging Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d6 + 1d4 + 7) slashing damage.

 

Multiattack. The fenrir is capable of doing three attacks: two with the claws and one as her bite. If she chooses to only attack with her claws, she'll only attack two times.

 

Conjure Chains. Once per long rest, she summons chains from the depths of hell to shoot out of the ground and attack for the Fenrir. She creates two intelligent chains that attack after her turn. They consider the girl as their master and does her commands as best they can.

  • Chains' Hit Points: 24
  • Chains' Armor Class: 17
Bonus Actions

Fortified Howl. Once per short or long rest, as a bonus action, she howls for a few seconds before attacking with the determination gained from the howl. Every Melee Weapon Attack made in the same round gets advantage and deal a Hit: 2 (1d4) extra damage each.

 

Catena's Chains: Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 5 (1d10 + 7) bludgeoning damage. Movement: As a bonus action, can be moved up to 10 feet from its previous position.

Horizontal attack. Melee Chain's Weapon Attack: +10 to hit, reach a cone 5-10 feet, multiple targets. Hit: 12 (1d10 + 7) slashing damage. The target must suceed on a DC 15 Strength saving throw. On a success, the creature isn't pushed, but takes 5 (1d5 + 3) slashing damage. On a failed save, the creature is pushed 10 feet and must make an additional DC 15 Dexterity saving throw or be knocked prone.

Grapple. The chains dig down to a creature's feet and grapple it in place. A creature within 30 feet of the chain makes a DC 12 + proficiency bonus Strength (Athletics) or Dexterity (Acrobatics) check or becomes grappled.

Summoned weapon. The chains dig down to Catena and become weapons for her. The chains attack's are magic. Catena gains an extra +1 to hit and on damage rolls with the chains. The chains deal 3 (1d6) piercing or slashing damage and have an extra 10 feet of reach that also increases Catena's attack area of opportunity.

Ragnarok's Punishment. If Catena has a creature clinging to the chains, she can use a bonus action to set the chains on fire. The creature must succeed on a DC 14 Dexterity saving throw or, while grappled, will receive Hit: 15 (6d4) fire damage. If the target succeed, it will suffer half of the damage and will be released, while the chains holding them melt away.

Description

   She is a girl with childlike features, with big, messy, navy blue hair, crimson red eyes and a thin and malnourished body, with clear and pale skin. She has large ears, paws and a tail, all furry, identical in color to her hair. Aura usually walks around dirty and with few torn clothes. The beast has an intimidating look and doesn't look very friendly at first. Aura is accompanied by two slavers, one of whom is the spellcaster responsible for the kidnapping (blonde, pale, blue eyes). As for the other slaver, he is a fiend (similar to a tiefling). She is forced to obey them against her own will. Now that she got rescued of the slaveholders, she's living a better life.

   - Height: 4'7 feet;

   - Weight: 92 lbs (Not malnourished anymore);

   - Age: 25 years old (still a child). Her race lives until its 400 years old.

   - Occupation: Unoccupied.

• Having her family killed, she is traumatized. Her personality is enerved, not wanting to give herself up in any way to those who want to use her for whatever sort of evil. Rebellious and angry, less with good people she can feel (she is comfortable around people with a Lawful Good alignment). Her arms are bound with a magical handcuff that keeps her from defeding herself properly, which can only be undone by the one who put it on (or with Dispel Magic).
• Upon being freed by the players, it is discovered that the handcuffs were actually absorbing most of her thunderous power, since she's physically a lot stronger now compared to her previous form.
 
Inventory (Optional):
   - Wooden bracelet a good friend gave her;
   - Extra artificial claws (extra 1d4 piercing damage while using raging claws). Obs: Remove the 1d4 of the Raging Claws attack if the fenrir is not using this equipment;
  - A simple rag doll that someone gave her.
 
Background - Child (Optional):
   - Tool Proficiencies: Gaming Set, musical instrument (flute).
   - Equipment: Mess kit, set of common clothes, small belt pouch containing 3 GP and a small toy of your choosing.
 
  • Personality Trait: I'm very physical and express affection by wrestling or aggressively hugging people and I'm super curious about everything! Tell me more!
  • Ideal: Fun! I want to have a ton of fun, even if I might get in trouble! (Chaotic)
  • Bond: I've been saved by adventurers that are taking great care of me, I owe them a lot and I'll prove them I'm useful!
  • Flaw: I have little to no filter, and will say whatever comes to mind and I'm easily distracted. Like, really easily.

Previous Versions

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Monster Tags: NPChumanoid

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