Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60.0 ft (18.3 m).
Resistances & Immunities
Environments
Traits
Arctic Tunneler
While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft.
Keen Hearing and Smell
The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Weapons
The son of Fenris' weapon attacks are magical.
Spellcasting
the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:
- Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
- 1st Level (4 slots): bane, command, guiding bolt, sanctuary
- 2nd Level (3 slots): blindness/deafness, hold person, silence
- 3rd Level (3 slots): animate dead, bestow curse, dispel magic
- 4th Level (3 slots): banishment, death ward, locate creature
- 5th Level (2 slots): contagion, scrying
- 6th Level (1 slot): harm
- 7th Level (1 slot): plane shift
- 8th Level (1 slot): earthquake
Trampling Charge
If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action.
Actions
Acid Breath
The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw.
Bite
+12 to hit, reach 5 ft (1.5 m). Hit: 2d10 acid damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Multiattack
The son of Fenris makes one bite attack and one slam attack.
Slam
+12 to hit, reach 15 ft (4.6 m). Hit: 2d10 bludgeoning damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
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, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Son Of Fenris
2 tips available
GM Tips: Using Son Of Fenris
When using Son Of Fenris in your D&D 5e campaign, consider these tactical approaches:
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Burrowing Tactics: This creature can burrow at 15 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.
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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
Player Guide: Facing Son Of Fenris
When your party encounters this creature, keep these strategies in mind:
-
Burrowing Defense: This creature can burrow at 15 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
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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
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
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, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft..
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