AW | Fenrir/Storyteller

16 STR (+3), 26 dex (+8), 20 con (+5), 32 int (+11), 22 wis (+6), 24 cha (+7)

 

Saves - INT +4d6, DEX +4d4 CHA +3d10, WIS +3d6

 

Immunity - Charm, Sleep, and similar mental afflictions

Absorb - Necrotic, Ice

Resist - Magical damage, magical saves

Weak - Silver

 

Summoning - when at optimal strength, initiate summon phase and create invisible host with 4 hp that represents summoning strength. For each hp, a fable may be active. Fenrir takes host in a Fable. If that Fable dies, she changes host, and 1 hp is lost from the summoning host. When all hp is lost, Fenrir is forced to manifest.

Song of Fenrir - Fenrir deals an extra 5d6 damage or lifesteal to demonkin, kami, fey and dryads.

 

Attacks -

Multiattack - Fenrir performs an Attack and a Spell, or a Song.

Touch of Fenrir - Touch attack, +11 to hit, 5d6 Lifesteal.

Fenrir Vampirism 2/day - Creatures in 30ft make a DC 17 CON save vs 12d6 Maximum Health Drain, which heals Fenrir and restores resources.

Ice lance - +11 to hit 120ft 4d10 Cold damage. Disadv in melee.

 

Spells -

Ice Beam 2/day - +11 to hit vs targets in 80ft line of choosing. 5d6 Cold damage. 10d6 cold damage vs Frozen units and breaks Freeze status.

Ice Prison 2/day - Level 6 - up to 4 units in 30ft make a dc 19 con save vs paralysis (ice). Units can make a strength check vs dc 22 to escape at the end of their following turns. Concentration (2d20d1+5).

Ice Barrier 2/day - Level 4 - conjures a barrier of ice that provides +10 ac, losing 2 ac for each attack stopped, or one critical strike.

 

Songs -

Songs constitute as Concentration for their turn duration. A creature whom makes an AOO based on Spellcraft can interrupt them if Concentration fails.

 

Chains of the Fen Dweller - 2/day - Units in 120ft who can Hear Fenrir make a DC 18 STR save vs Restrain (Frozen). The units re-attempt the save at the end of their next turn, suffering Stunned in the event of a second failure, and then begin to suffocate, and can re-attempt saves at the end of their following turns only. The ice has 20 hp and 15 AC.

 

Dissonant Frost 1/day - Unwarded Creatures in 90ft whom can Hear Fenrir make a DC 18 CON save vs 7d6 Ice damage and Slow (Frozen). They must repeat the saves at the end of their following turns until they make the save, taking damage each time they fail. Creatures whom die to this ability are turned to ice (petrified).

 

Harmonious Frost 1/day - Creatures in 90ft whom can Hear Fenrir and whom she chooses to bless are granted 3d12+7 Temporary HP for 1 minute in the form of ice particles that manifest on their bodies. Effective only against Physical attacks and and Fire, for which they are granted Resistance until the Temporary HP is consumed or expires.

 

Ragnarok - 1/day - All units with Spell effects whom Fenrir desires to take make a DC 19 CHA save. Failure results in Fenrir stealing and becoming the owner of their effects, regardless of source. She can maintain the effects granted by this spell for 1 minute, regardless of their existing durations. Additionally, the spell deals 9d6 Maximum Health damage, which heals Fenrir.

 

Soul of Fenrir - Concentration - 1/week - Channel an ice storm within 300ft. Units make an increasingly high DC check vs Paralysis (Frozen) and sustain damage. Fenrir chooses a location in this domain within 60ft of her current position and becomes invisible, shrouded by magical darkness through an ice storm. All terrain becomes magical difficult terrain and all units within begin to suffocate. Intense winds impose disadvantage on all Attacks.

round 0 - DC 16 vs 9d6 ice damage.

round 1 - DC 17 vs 11d6 ice damage.

round 2 - DC 18 vs 13d6 ice damage.

round 3 - DC 19 vs 16d6 ice damage.

round 4 - DC 20 vs 20d6 ice damage.

Further rounds - DC 22 vs 20d8 ice damage.