Level | 7th Level | Casting Time | 1 action | Range | 20m |
---|---|---|---|---|---|
AoE | Single | Duration | Concentration, up to 1 hour | ||
School | Storm | Components | V, S, M (a wind crystal, which is a magicite that has been infused with the power of the winds, worth at least 500gp) | ||
Classes | Black Mage |
"I call upon the rider of the winds, the loyal defender — the Fang of the East Wind... I summon thee! Come, Fenrir!"
As you hold up the piece of magicite, you draw on energy from the Elemental Plane of Air and call forth a manifestation of Fenrir, the Fang of the East Wind.
A Huge manifestation of Fenrir appears for the duration in an unoccupied area within 20m of you. Fenrir is considered to be a creature that has HP equal to 100 + half of your maximum HP. If he drops to 0 HP, the spell ends and he dematerialises into a gust of wind. He knows how to speak and read Ivalician, Auran and Sylvan, and you can communicate telepathically to one another. He has the following stats:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 20 (+5) | 14 (+2) | 12 (+1) | 16 (+3) | 13 (+1) |
AC | 15 |
---|---|
Speed | 30m |
Damage Resistances | WIND; BLUNT, SLASH, PIERCE from non-magickal attacks |
Condition Immunities | Berserk, Charm, Confusion, Exhaustion, Instant KO |
Senses | Darkvision 40m, passive Perception 13 |
When you cast this spell, and as a bonus action on your turn, provided that Fenrir is within 100m of you and not
If it is night-time and the lunar phase is Waxing/Waning Gibbous (near Full Moon), then allies gain the effects of Bravega instead.
Critical Success (+10). The target is unaffected.
Success. The target takes half damage.
Failure. The target takes full damage and is Berserk for 1 minute. A creature affected by this repeats the saving throw at the end of each of its turns to try and remove this effect.
Critical Failure (–10). As failure, except the target takes 1.5× damage.
If it is night-time and the lunar phase is Waxing/Waning Crescent (near New Moon), creatures make the saving throw with Disadvantage and the Dark damage is maximised (total 50 Dark damage).
At the DM's discretion, Fenrir could perform other actions, such as interacting with objects. Fenrir is a Neutral creature, so if you or your allies are performing acts strongly not aligned with his, Fenrir can force you to make a DC 15 Charisma save at the end of your turn. On a failed save, Fenrir can dismiss himself back to the Elemental Plane of Air. On a successful save, Fenrir remains in your services, but the DC of this Charisma save increases by 5.