Medium Humanoid, Chaotic Evil
Armor Class 13 leather Armor
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
11 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Athletics +4, Religion +2
Senses Passive Perception 10
Languages common, Mithal
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Dark Devotion. The claw of Fenrir has advantage on saving throws against being charmed or frightened.

Actions

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

GmGrimfang

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