Homebrew Fenri Species Details
Massive, intelligent, and fierce, Fenri are creatures of primal might and ancient bloodlines. Though they walk on four paws and bear the shape of beasts, they possess the cunning of humanoids, the instincts of predators, and the unbreakable loyalty of pack-born warriors. Neither fully natural nor wholly supernatural, Dire Wolves are as much legend as they are living creatures.
No mere animals, Fenri are a distinct species — born of ancient druidic experiments, lycanthropic curses stabilized through bloodlines, or the untamed will of nature given form. They are sentient and self-aware, and their minds are just as sharp as their teeth. Some live hidden in the deep wilds, far from the reach of civilization, while others have learned to walk among other peoples through magic, pact, or sheer force of will.
Fenri Traits
Savage, proud, and deeply tied to the wilds, Fenri are massive lupine beings who walk the line between beast and myth. Whether the result of druidic magic, ancient lycanthropic bloodlines, or the will of forgotten nature gods, these intelligent wolves roam as solitary hunters or fiercely loyal packmates.Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Size
Fenri are anything but ordinary beasts. While moving on all fours, a typical adult Dire Wolf stands between 5 to 7 feet tall at the shoulder. You are considered Medium.
Creature Type
Your Creature Type is Beast (you are still considered a Humanoid for spell effects, but your creature type is Beast for interactions like Favored Enemy, etc.)
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Additionally, you have advantage on saving throws made to avoid or end the grappled condition.
Keen Senses
You have proficiency in the Perception skill, and you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Quadruped Form
Your body is built for speed and stamina.
You may Dash as a bonus action a number of times equal to your proficiency bonus per long rest.
You have advantages on saves to avoid or end the prone condition
Dark Vision
Your beastborn senses pierce the gloom.
You have Darkvision out to a range of 60 feet. Within this range, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness — only shades of gray.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
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