Creature Reference Back to Creatures

Son of Fenris

Huge · Monstrosity · CR 12 · Chaotic Evil

Armor Class
17 (natural armor)
Hit Points and Hit Dice
175 (14d12 + 84)
Challenge Rating CR
12

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
16
+3
CON
23
+6
INT
16
+3
WIS
18
+4
CHA
14
+2

Overview

Category Monsters
Size Huge
Type Monstrosity
Alignment Chaotic Evil
XP 8400
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Burrow 60 ft (18.3 m)
Crawl 15 ft (4.6 m)

Senses

Tremorsense 120 ft (36.6 m)
Truesight 60 ft (18.3 m)
Passive Perception 14

Saving Throws

Dexterity +7 Constitution +10 Wisdom +8

Skills

Arcana +7 Intimidation +6 Religion +11

Languages

Common, Celestial, Giant, telepathy 60.0 ft (18.3 m).

Resistances & Immunities

Damage Immunities
cold, poison
Damage Resistances
necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

Divine Weapons

The son of Fenris’s weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra 3d6 necrotic damage or radiant damage (included in the attack), the son’s choice.

Keen Hearing and Smell

The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite

+12 to hit, reach 5 ft (1.5 m). Hit: 2d10+8 plus 3d6 acid damage.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice). If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the son of Fenris. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the son, and it takes 21 (6d6) acid damage at the start of each of the son's turns. The son can have only one creature swallowed at a time.

Divine Bolt

+8 to hit, range 60 ft (18.3 m). Hit: 4d6+4 radiant damage.

Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage or radiant damage (the son's choice).

Multiattack

The son of Fenris makes one Bite attack and two Slam attacks, or it makes four Divine Bolt attacks.

Slam

+12 to hit, reach 5 ft (1.5 m). Hit: 1d10+8 plus 3d6 radiant damage.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice).

Snake Breath

Recharge 5–6

The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a DC 18 Dexterity saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line.

About Son of Fenris

Son of Fenris is a huge monstrosity with a Challenge Rating of 12. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 175 hit points (derived from 14d12 + 84).

Son of Fenris has communication capabilities including Common, Celestial, Giant, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Son of Fenris

2 tips available

When using Son of Fenris in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 60 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Son of Fenris

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 60 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 12.

Solo Encounter:

A single character of level 16 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 15,600 XP
  • Hard: 23,400 XP
  • Deadly: 31,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Son of Fenris?
Son of Fenris has a Challenge Rating of 12, making it appropriate for parties of level 12.0.
What type of creature is Son of Fenris?
Son of Fenris is a Huge Monstrosity, which affects how certain spells and abilities interact with it.
What languages does Son of Fenris speak?
Son of Fenris can communicate in Common, Celestial, Giant, telepathy 60 ft..

Related D&D 5e Content

Related Creatures