Image of Eve

Summary: A cute and sassy fennier Puppy.

Eve

Owned by:

Gender: Female

Age: Unknown

Group: Anti-Emperor

Race/Class/Background/Fighting Style (if applicable)

Fenrir: Puppy (5e Creature)
Armor Class 6 (natural armor)
Hit Points 62
Speed 10 ft.
STR DEX CON INT WIS CHA
10 (+1) 10 (+1) 10 (+1) 2 (+1) 12 (+1) 11 (+1)
Skills Intimidation +3, Perception +5, Stealth +38
Proficiency Bonus +3
Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses dark vision 50 ft., passive Perception 10
Languages —

Keen Hearing and Smell. Fenrir has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. Fenrir has advantage on saving throws against spells and other magical effects.

Regeneration. Fenrir regains 5 hit points at the start of his turn if he has at least 1 hit point remaining.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (4d6 + 7) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage.
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Fenrir Adult: Gargantuan monstrosity (titan), unaligned
Armor Class 18 (natural armor)
Hit Points 362 (25d20 + 100)
Speed 50 ft.
STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 19 (+4) 2 (-4) 12 (+1) 11 (+0)
Skills Intimidation +14, Perception +15, Stealth +8
Proficiency Bonus +7
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses dark vision 120 ft., passive Perception 25
Languages —
Challenge 24 (62,000 XP)
Battle Frenzy. When Fenrir is at or below one-quarter his maximum hit points, he can make one additional attack on his turn. When it does so, he gains a +7 bonus to his damage rolls, but also gains a -7 penalty to his attack rolls.

Energetic Attacks. Fenrir deals an additional 7 (2d6) necrotic damage on each of his weapon attacks (included in the attack).

Keen Hearing and Smell. Fenrir has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If Fenrir fails a saving throw, he can choose to succeed instead.

Magic Resistance. Fenrir has advantage on saving throws against spells and other magical effects.

Pack Tactics. Fenrir has advantage on an attack roll against a creature if at least one of Fenrir's allies is within 5 feet of the creature and that ally isn't incapacitated.

Primal Strikes. Fenrir ignores other creatures' resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.

Regeneration. Fenrir regains 20 hit points at the start of his turn if he has at least 1 hit point remaining.

Siege Monster. Fenrir deals double damage to objects and structures.

Trample. When Fenrir enters a hostile creature's space for the first time on a turn, that creature must succeed on a DC 22 Strength saving throw or be knocked prone.

ACTIONS
Multiattack. Fenrir can use his Frightful Presence. He then makes three weapon attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage.

Frightful Presence. Each creature of Fenrir's choice that is within 120 feet of him and aware of him must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a 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.



LEGENDARY ACTIONS
Fenrir can take 3 legendary actions, choosing from the options below. Only one legendary action option 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 his turn.

Detect. Fenrir makes a Wisdom (Perception) check.
Move. Fenrir moves up to half his speed.
Attack. Fenrir makes one weapon attack.

Brief History

Eve lost her pack due to Mind Flayers and was on her own for a long time. She managed to survive on her own for a while before she struggled to find food and was very weak when she was rescued by Arc. She then bonded with Arc and became his familiar by chance on her own will.

Weapons

Claws and Bite.

Armor

Magic resistance and durable fur.

Items

A collar with an ID as being a familiar to Arc.

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Character questions