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Fenrir: DnD Silver Wolf Abilities

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0% found this document useful (0 votes)
67 views2 pages

Fenrir: DnD Silver Wolf Abilities

1

Uploaded by

magusdeath1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

"A silver wolf whose howl makes the party seem larger, discouraging some enemies.

"

Table: Fenrir
Class
Special
Level
1st Limit Break
2nd Moonlit Charge
rd
3 —
4th Icy Breath
th
5 —
6th Eclipse Bite
th
7 —
th
8 Lunar Bay
9th —
th
10 Eclipse Howl
11th —
th
12 Icy Blast
13th —
th
14 Permafrost
th
15 —
16th Ecliptic Growl
th
17 —
18th Glacial Shroud
th
19 —
20th Millennial Decay

Limit Break (Su): At 1st level, Fenrir receives the Limit Break (Howling Moon).

Howling Moon (Su): Fenrir lets out a bone chilling howl. Enemies within 30 feet of Fenrir are frightened
for 1 round + 1 round per four summoner levels after 1st, with a Will save (DC 10 + half of the summoner’s
level + Fenrir's Constitution modifier) to negate the status effect. Allies within the area of effect are granted
evasion for the same amount of rounds. Those who have evasion already are instead granted improved evasion.

Moonlit Charge (Ex): At 2nd level, while Fenrir charges an opponent, he can attempt to blind his target. The
target can make successful Will save (DC 10 + half of the summoner’s level + Fenrir's Constitution modifier) to
negate the status effect.
Icy Breath (Sp): At 4th level, Fenrir is able to cast Icy Breath like the spell. This is a spell-like ability and
consumes 2 MP from the summoner.

Eclipse Bite (Ex): At 6th level, as a standard action, Fenrir bites a target with incredible force. It makes a single
bite attack at a -5 penalty that deals triple damage.

Lunar Bay (Su): At 8th level, Fenrir can attempt a ranged touch attack roll against a target within 30 feet. If the
attack is successful, the target takes 7d6 points of ice damage.

Ecliptic Howl (Su): At 10th level, Fenrir grants nearby allies a magical evasion and accuracy boost. All allies
get a +3 morale bonus to Attack rolls and a +3 dodge bonus to Armor Class for 2d4 rounds. The allies must be
within 30 feet of Fenrir when it uses this ability to receive these bonuses. This consumes 3 MP from the
summoner. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

Icy Blast (Sp): At 12th level, Fenrir is able to cast Icy Blast like the spell. This is a spell-like ability and
consumes 6 MP from the summoner.

Permafrost (Su): At 14th level, as a swift action, usable every 1d4 rounds, Fenrir can freeze the ground
beneath a foe within 30-feet of him. The target is frozen for 1d4+1 rounds. A successful Fortitude save (DC 10
+ half of the summoner’s level + Fenrir's Constitution modifier) negates the status effect. Blue mages may learn
this ability as a 5th level spell (Knowledge: Planes DC 25).

Ecliptic Growl (Su): At 16th level, as a full-round action, Fenrir can boost the stats of all allies within 15-ft.
from him, depending on the moon phase. All allies gain a +2 enhancement bonus to all stats when there is a new
moon, gain a +3 enhancement bonus to all stats when there is a waning or waxing moon, or they gain a +4
enhancement bonus to all stats when there is a full moon.

Glacial Shroud (Ex): At 18th level, once per day, as a standard action, the air around Fenrir rapidly cools and
becomes a swirling blizzard. For 1d6+1 rounds, Fenrir gains 10 Fire Resist and creatures attacking it with
natural weapons, unarmed strikes, or handheld weapons take 3d6 points of ice damage.

Millennial Decay (Su): At 20th level, Fenrir washes over creatures in an icy dark aura within 50-ft.-radius.
Creatures within the area of effect take 15d8 points of damage (half earth, half ice) unless they make a
successful Reflex save (DC 10 + half of the summoner's level + Fenrir's Constitution modifier) for half damage.

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