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Monster strike fenrir
Monster strike fenrir





monster strike fenrir
  1. Monster strike fenrir full#
  2. Monster strike fenrir plus#

All creatures in effect take double Fenrir’s claw damage plus 2d6 (half ice/shadow) damage and are blinded for 1d6+1 rounds unless they make a Will save (DC 27). line, causing damage to foes in the line of effect.

Monster strike fenrir full#

Once every 1d4+1 rounds, as a full round action, Fenrir dashes in a 60 ft. If the attack is successful (+27), the target takes 6d6 points of (half shadow/ice) damage.ĭuring Phase II, increase the damage to 10d6. Once every 1d2+1 rounds as a standard action, Fenrir can attempt a ranged touch attack roll against a target within 60 feet.

monster strike fenrir

Those who have evasion already are instead granted improved evasion. Allies within the area of effect are granted evasion for the same amount of rounds. A successful Will save (DC 25) negates the status effect. Enemies within 120 feet are frightened for 1d6+1 rounds. Once under 50% hp (399) as a swift action, Fenrir lets out a bone chilling howl. Fenrir gains 10 Fire Resist and creatures attacking it with natural weapons, unarmed strikes, or handheld weapons take 3d6 points of ice damage for 1d6+1 rounds.ĭuring Phase II, increase Fire Resist to 20.

monster strike fenrir

Once every 1d4+1 rounds as a standard action, the air around Fenrir rapidly cools and becomes a swirling blizzard. Even after this wears off he keeps icewalking. This limit break requires only a swift action to activate. For a number of rounds equal to 1 + 1 round for every four HD, Fenrir gains icewalking, +5 dodge to AC, doubles his fast healing while in Ragnarok Prime darkness, add an additional 1d6 points of ice damage per her weapon attacks, and every physical attack inflicts frozen for 1d4 rounds (Fort DC 25). Once below 50% health (399), This Burst Mode lets Fenrir brings out a lunar howl, enhancing his lunar abilities. Str 26, Dex 26, Con 24, Int 26, Wis 12, Cha 10 Base Atk +21 CMB +29 CMD 47 Feats Greater Vital Strike, Improved Initiative, Improved Natural Armor, Improved Natural Attack (bite), Improved Natural Attack (claws), Improved Vital Strike, Snatch, Vital Strike, Weapon Focus (bite), Weapon Focus (claws) Skills Acrobatics +26, Knowledge (Nature) +21, Knowledge (Planes) +21, Perception +32, Sense Motive +19, Stealth +32, Survival +21 SQ Outsider traits, Does not Eat Languages Auroran, Common, Speak with Animals, Umbran, and 8 others SPECIAL ABILITIES Lunar Blur ( Su) Special Abilities Dreadful Howl, Eclipse Growl, Glacial Shroud, Permafrost, Ragnarok, Ragnarok Prime Special Attacks Eclipse Bite, Lunar Bay, Moonlight Charge Burst Mode Lunar Blur STATISTICS Melee 2 Claws +25 (2d6+8 plus trip), Bite +25 (1d6+8 plus 2d6 ice damage) Space 15 ft. TN Huge Magical Beast ( Boss, Extraplanar, Primal, Ice, Shadow) Init +12 Senses Darkvision 120 ft., scent Perception +32 DEFENSEĪC 30, touch 16 flat-footed 22 (-2 size, +8 Dex, +14 natural) hp 567 (21d12+147) Fort +19, Ref +20, Will +13 DR 10/- Immune Ice Resist Earth 15, Lightning 15, Water 10, Wind 20, Holy 5, Shadow 25 SR 30 Strong Wind Weakness Fire OFFENSE His forms change between a silver wolf and a multitude of colors in other canine visages, sometimes with spikes or horns. He is often an Ally of Titan, Ramuh, and Bomb type creatures, as well as inhabiting a motorcycle in a previous life cycle, Fenrir bridges the gap between Astrals much more frequently than others. Looking like an esteemed wolf, Fenrir can be mistaken for a monster, or rarely a pet, by some material beings. However, as its power and intelligence grew, so did its ability to transcend into a higher being, working its way from a material being to an Astral. Fenrir was once a normal wolf who howled at the moon, protecting his canine brethren.







Monster strike fenrir