Fenrir
Chaotic Demon Lord of Evil Wolf-kind, Terror,
& Destruction
Tenets of Fenrir
* Let nothing chain
you, even Gods
* Be a ferocious
hunter, grow strong
* Consume all that
get in your way
* Destroy the world
Clerics of Fenrir
Special: Clerics of Fenrir
are also known as shamans.
Allowed Weapons: Dagger, wolf bite (see below)
Allowed Armor: None
Holy Symbol: Large Wolf, Hand Bitten Off
Can Turn: Clerics of the Gods (especially Norse
ones: +2 bonus; -2 penalty vs. others)
Fenris Curse: Clerics of
Fenrir can make a wolfish bite attack every round of combat, causing 1d3 damage at 1st level and increasing
the damage die for every odd level thereafter (i.e. 1d4 at 3rd level, 1d6 at 5th level, etc.)
What is more, clerics of Fenrir must Save vs. Spell to not immediately devour any
victims that they have slain, a process that takes 1d6 rounds for every HD the
victim has. They suffer an AC
penalty of 6 while eating (unless they drag their prey to a safe place), but also gain 2 bonus hit points, as well as a +1
Strength bonus per HD of wolf-chow consumed afterwards. The bonuses last for
the next 24 hours, but the lamentations for the fallen can last far longer.
Next week: Clerics of Fenrir (Part
II)!