Homebrew Fenrir Species Details

You seethe as you think of how the gods tricked you into your Gleipnir, the unbreakable chains. You were not fooled by the bonds - no you knew the ribbons were more than they appeared - but it was the god Tyr's willingness to sacrifice his own arm that surprised you. Gods were fickle, gods were proud and fools, foolish fools. You cursed them as you waited to be unleashed on Scandinavia, to devour the sun and Odin. Most thought you malicious, evil, the ever-growing wolf with boundless power. But weren't you now eager to answer their fears? And weren't your bonds just that slight bit looser...

Fenrir Traits

The Fenrir of Norse myth had many occult abilities...

Type

You are a Monstrosity.

Ability Score Increase

Your Strength score increases by 1, and your Dexterity score by 1. Optionally, you could spread these two points to any score(s) instead.

Age

You were born the son of Loki, with Sleipnir and Hel as siblings. You have seen a lot and bide your time for Ragnarök, your mind is ageless.

Alignment

Most assume you are Chaotic Evil due to the role you are fated to play at Ragnarök.

Size

Normally, your size is Medium with the appearance of a large wolf.

Speed

Your base walking speed is 30 feet.

Thick Skin

You cannot wear armour not modified for your use but your Armour Class is 12 + your Constitution modifier + your Strength modifier to a maximum of 18.

Fierce Fangs

You cannot use weapons involving hands, but as an action you can use your teeth to cause 1d8 piercing damage.

Fear Factor

Choose a feature from Giant, Sleuth and Escapologist. You gain an additional feature at levels 10 and 15.
 > Giant: Your size increases to Huge and you gain advantage on any ability checks involving Strength and Dexterity for the duration of the battle. You must have a long rest before using this feature again.
 > Sleuth: You have proficiency in the Perception skill. You have Darkvision to 60 feet.
 > Escapologist: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.

Handful

If a creature places its hand in your mouth you must make a DC 13 Constitution save or be grappled and charmed. The creature cannot use or move that hand, and removing it from your mouth breaks the enchantment. You can make a new Constitution save at the start of each of your turns.

Languages

You speak and read Common and one language of your choice.

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