Monster strike fenrir8/11/2023 If Fenrir takes 50 damage or more on a single turn from a creature inside it, he must succeed on a DC 10 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Fenrir. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Fenrir, and it takes 54 (12d8) bludgeoning damage at the start of each of Fenrir’s turns. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. Fenrir makes one bite attack against a Huge or smaller creature he is grappling. 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. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Fenrir is within line of sight, ending the effect on itself on a success. Each creature of Fenrir’s choice within 120 feet of him and aware of him must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. On a failure, it is pushed 30 feet away or knocked prone (Fenrir’s choice). Hit: 30 (4d8+12) bludgeoning damage and the target makes a DC 28 Strength saving throw. Melee Weapon Attack: +22 to hit, reach 30 ft., one target. Until this grapple ends, the target is restrained. If the target is a creature, it is grappled (escape DC 28). Melee Weapon Attack: +22 to hit, reach 20 ft., one target. He can use his Swallow instead of his bite. He then attacks twice with his bite and once with his massive paw. Fenrir deals double damage to objects and structures. Fenrir regains 20 hit points at the start of his turn if he has at least 1 hit point. Fenrir has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated. Fenrir has advantage on saving throws against spells and other magical effects. If Fenrir fails a saving throw, he can choose to succeed instead. Fenrir has advantage on Wisdom ( Perception) checks that rely on hearing or smell. Her Meteor Strike Shot is super effective with this boss.Skills Perception +25, Stealth +15, Survival +25ĭamage Resistances cold, thunder bludgeoning, piercing, and slashing from magical weaponsĭamage Immunities bludgeoning, piercing, and slashing from nonmagical weapons. She is a Bounce type which will definitely come in handy here, not to mention she has Null Gravity Barrier and Null Warp.Her Energy Circle is very effective against the weaker monsters in the dungeon, and the boss as well.Īttained from: Netherworld Creator Izanami (Impossible Quest).Her Pierce effect will do great damage to the Boss.He is a Balance Type monster with Null Gravity Barrier.Īttained from: A Ritual of Revenge (Extreme Quest).The boss is an Etherean type monster so bringing an Etherean Slayer ability monster will help you defeat the boss a lot faster.Īttained from: X AWAKENS 2 (Extreme Quest).Recommended monsters to bring to the fight are Solwing X, Supreme Weapon Takiyasha, and Izanami.Gravity Barriers come out rarely, so concentrating your party with Null Damage Wall ability monsters will help your positioning and deal constant damage to the monsters.If you must, only bring up to 2 Dark element monsters into battle with you. This dungeon only contains Light element monsters so, bringing only Dark element monsters may be risky.He has Null Warp and a Gauge Shot that leads to Damage Wall. This quest features Fenrir, a five star monster.
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