Armor Class 16 Natural Armor
Hit Points 140 (15d12 + 40)
Speed
STR
27 (+8)
DEX
18 (+4)
CON
15 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +12
Skills Perception +3
Damage Resistances Fire, Radiant
Condition Immunities Restrained
Senses Darkvision 60 ft., Passive Perception 13
Languages understands Common and Druidic but can’t speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Senses. Fenrir has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Freedom of Spirit: Fenrir cannot be restrained except through the magical bindings of Gleipnir.

Lunar Aura. Fenrir emits a mystical lunar aura in a 30-foot radius around it. This aura has the following effects:

  • Moonlit Blessing. All friendly creatures within the aura regain 5 hit points at the start of their turns.

  • Solar Resurgence. Fenrir and friendly creatures within the aura can use their reaction to reroll a saving throw that they have just failed. They must use the new result.

  • Moon's Grace. Fenrir and friendly creatures within the aura have advantage on attack rolls against creatures that have been afflicted by Lunar Howl.

Avatar's Curse. When a druid attempts to use this wild shape to become the Avatar of Fenrir, Wolf of the Eclipse, they must make a DC 22 Wisdom saving throw. On a failure, the druid remains stuck in this form forever. Breaking the curse requires a wish spell or locating a new druid to take on the mantle of Fenrir.

Actions

Flaming Maw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) piercing damage plus 2d6 fire damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Blazing Fury (Recharge 5-6). Fenrir lets out a deafening roar, releasing a wave of searing fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute as the flames smolder. A creature that fails its saving throw by 5 or more is also knocked prone.

Devour the Sun (3/Day). Fenrir begins to absorb the solar energy around it. For the next 2 turns Flaming Maw and Blazing Fury gain an additional 1d6 fire damage. This effect does not stack with itself.

Bonus Actions

Bonus Action: Solar Surge (3/Day). Fenrir can tap into the stored solar energy within it. For the next 2 turns, Fenrir gains the following benefits:

  • Fenrir's movement speed is doubled.
  • Fenrir’s attack have advantage.
  • Fenrir gains immunity to fire damage.
  • Fenrir regains 10 hit points at the start of each of its turns for the duration.

This effect does not stack with itself.

Reactions

Solar Resurgence. Fenrir can use its reaction to refill a saving throw that it has just failed.  It must use the new result.

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 its turn.

  1. Flaming Maw. Fenrir makes one Flaming Maw attack.

  2. Blazing Fury (Costs 2 Actions). Fenrir uses its Blazing Fury ability.

  3. Lunar Howl (Costs 3 Actions). Fenrir lets out a haunting lunar howl. Hostile creatures within 30 feet of Fenrir must make a DC 16 Wisdom saving throw or suffer disadvantage on attack rolls 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 Fenrir's Lunar Howl for the next 24 hours.

Description

The Avatar of Fenrir has a pure black coat that absorbs the light around it accented with glowing orange fur that radiates heat.  Fenrir’s eyes blaze with a furious hatred for those who would imprison it and its temperament reflects that hatred.

KirukoKaritashi