ᚠᛖᚾᚱᛁᚱᛋᛟᚾ
Fenrir, the God-Wolf birthed of Loki and the greater jǫtunn Angrboða, is destined to be a part of the group that kills the Æsir and destroys the Nine Worlds at the final battle of Ragnarǫk. Fenrir will swallow and kill Odin All-Father and be killed in turn by Odin’s son. To forestall this, the Æsir have captured Fenrir, placed a sword in her mouth, which prevents her from closing her mouth or biting at visitors, and have chained her to the ground with the strongest magic chain that the dwarfs can make.
Naturally, Loki Too-Sly—possibly out of a surfeit of parental affection, possibly because he finds the ensuing chaos humorous—has helped Fenrir slip her leash on a few occasions and roam free through the Nine Worlds, doing as she will. One of the things that Fenrir always does is mate with divine wolves and produce children, the spawn of Fenrir, who grow quickly (like their mother did) and become a threat to all those around them.
Currently, on Miðgarðr, there are three packs of Fenrir-spawn: one roaming the uninhabited mountains and forests north of the Viking lands and south of the Sámi lands, one terrorizing ten thousand square miles of modern-day Sweden, and one deep inside modern-day Finland. Lone Fenrirspawn are more common, and have on numerous occasions not only raided the settled Viking lands but even swum west to the British Isles and made a home in the Pennines of Northumbria.
Huge divine being, cruel and evil
Str 27 (+8) Dex 14 (+2) Con 22 (+6)
Int 14 (+2) Wis 13 (+1) Cha 17 (+3)
Saving Throws DEX +7, CON +11, CHA +8
Skills Perception +11, Stealth +7
Condition Immunities charmed, frightened
Damage Immunities bludgeoning, piercing, and slashing from non-magical attacks
Senses darkvision 60 ft, passive Perception 21
Languages Æsir, Old English, Jǫtunn, Viking
Reaction to shock, disbelief, and horror
Challenge 14 (11,500 XP)
Innate Spellcasting. The Spawn of Fenrir’s innate spellcasting ability is CHA (spell save DC 16, spell attack bonus +8). The Spawn of Fenrir can cast the following spells innately:
- At-will: fog cloud, long claws, witchlight
- 3/day: blink, fly, haste
- 1/day: hold monster, true seeing
Legendary Resistance (3/day). If the Fenrirspawn fails a saving throw, they can choose to succeed instead.
Magic Weapons. A Fenrir-spawn’s melee attacks are magical.
Regeneration. A Fenrir-spawn regains 5 hit points at the start of each of her turns.
ACTIONS
Multiattack. The Fenrir-spawn can use its frightful presence and then make two melee attacks each turn.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft, one target. Hit: 19 (2d10+8) piercing damage, and the target must make a DC 15 DEX saving throw or become grappled (escape DC 21). A grappled creature is restrained.
Toss. Melee Weapon Attack: +13 to hit, reach 5 ft, one grappled target. Hit: The Spawn of Fenrir abruptly yanks their head up and to her left or right and lets go of the target, sending them flying 60 ft into the air and inflicted 21 (6d6) bludgeoning damage when they land and fall prone
Worry. Melee Weapon Attack: +13 to hit, reach 5 ft, one grappled target. Hit: The Spawn of Fenrir suddenly starts whipping their head around, violently worrying their grappled target. The target takes 22 (4d6+8) bludgeoning damage and is stunned for 1 round.
Frightful Presence. Each creature of the spawn of Fenrir’s choice within 60 feet of it and aware of it must succeed on a DC 16 CHA saving throw at the end of each of its turns, rolled with disadvantage if the Fenrir-spawn is within line of sight. On a failure, the target is frightened for 1 minute. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to Fenrir’s Frightful Presence for the next 24 hours.
An affected creature can make additional saving throws at the end of their turns to end the effect.
LEGENDARY ACTIONS
The spawn of Fenrir can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
- Move. The spawn of Fenrir moves up to half its speed without provoking opportunity attacks.
- Shoulder Butt (costs 2 actions). The spawn of Fenrir abruptly slams its muscular shoulder into one target. Melee Weapon Attack: +13 to hit, reach 5 ft, one target. Hit: 25 (3d10+8) bludgeoning damage, and the target must make a DC 21 Strength (Athletics) check or be shoved backwards 10 feet and knocked prone.
- Howl (costs 3 actions). The spawn of Fernir unleashes a howl straight from the throats of the dead in Hel. Each creature within 60 feet of Fenrir that can hear the howl must succeed on a DC 16 CHA saving throw or become frightened for 1 round. The howl affects creatures of CR 12 and below who are ordinarily immune to fear.
MOTIVES
The spawn of Fenrir have the same motives as their mother: accumulate pack followers and dominance over a large area of land, and then terrorize and slaughter all mortal beings within that land.
ALLIES
A spawn of Fenrir works with its pack members and with ordinary and elder wolves.