Grimm Fenrir
Level 18 Solo Huge Dragon
H375
STR +++
Grimm Virus.

Grimm Fenrir can infect those it crits against with Grimm Virus Charge. When 5 charges are reached, the creatures make a STR Save DC 19 or be infected with the Virus. Remove all charges on a success. Creatures infected gain the following:

  • Any die is able to crit, even on AOE attacks.
  • Vicious on other Frenzied targets.
  • They cannot be healed
  • They must attack the nearest the target.

Only specific remedies or healing over 20 can cure the virus. At the end of each of the infected's turns, repeat the save to reduce 1 charge.

Immunities.

blind, charmed, grimm virus, frightened, stunned

Patient Zero.

Grimm Fenrir is under only the first effect of the Grimm Virus: Any die is able to crit, even on AOE attacks. Vicious on other Frenzied targets.

After each Hero's Turn, choose one:
  • Gore..

    (or range 8) On Crit: Infect a charge of Grimm Virus.

  • Grimm Rush (1/use)..

    Charge down 8 spaces. Those caught within the path make a DEX Save DC 19. On failure, full necrotic damage and a charge of Grimm Frenzy. On success: half damage, cannot be critted against it, & move away 2 spaces from the path.

    The pathway moved leaves a path of the Grimm Virus. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.

  • Dread Breath (1/use)..

    Necrotic, Cone 10, DEX Save 19. On failure: Full damage, gain a Grimm Virus Charge. On a Success: half damage, no charge gained.

    The breath attack lingers in the space it was used in. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.

BLOODIED:

At 187 HP, Grimm Fenrir is bloodied! The Grimm Fenrir can move 4 spaces after each attack.

LAST STAND:

Grimm Fenrir is dying! 180 more damage and they die! Grimm Virus Paths are made whenever Grimm Fenrir moves.

Grimm Fenrir is a shadow dragon, a creature said to be born deep underground that collects the dark energies of the Shadows. They are highly aggressive, territorial and elusive monsters due this shadow collection.

The Virus

The Grimm Virus is spread from the Grimm Fenrir. Both have different effects on monsters and on sentient creatures. While Sentient Creatures may experience enhanced aggression, it is possible to cure themselves of the virus.

Meanwhile, for monsters of the wild, it is harder to remove. They become increasingly aggressive and grow traits similar to the Grimm Fenrir. Coloration may darken and may huff purple smoke from their mouth, and the vocalizations becoming shrill and harsh.

Monsters can still overcome the virus and adapt to it, becoming the Apex state. If a monster gains the virus, they gain the Grimm Virus trait in the statblock, as well some other traits.

Increased Power. They have STR ++ and have +5 to their physical attacks.

Armored. They gain increased armor

Carved items & Hunter items

The Grimm Fenrir is a danger to the environment, itself, and civilization if left unchecked, as such, hunter guilds have the following made in response to tracking, maintaining, controlling the Grimm Fenrir population. Some parts harvested or carved from previous Fenrir.

Soothing Potion

Consumable, Drink to be cleansed of the Grimm Virus and immune to it for 24 hours.

Frenzy Mantle

Cloak/cape, Very Rare

Frenzy Res. You have ADV on Saves toward the Grimm Virus and being Freighted.

Evasion. When you Defend you can teleport 4 spaces.

Shadow Armor

Any Armor +3, Very Rare

This armor displaces yourself with a minor illusion. Attacks against you have DisADV. If you do take damage, this ability ends until the start of your next turn. This effect is suppressed while you are hampered.

Ripclaw.

Any Melee Weapon Upgrade

Part of the Grimm Fenrir's claws to upgrade to a weapon. Weapon gains the Viscous Weapon Property.

Nocturne Hour Staff

Legendary staff

Staff has 10 charges to power the spells within that restore 1d6+4 charges at dawn: Dread Visage (2), Greater Shadow (4), Creeping Death (7). Additional charge can be spent to make targets hit by these spells to be frightened of you. (DC: 10+KEY)