Huge
Monstrosity
CR 20
Chaotic Evil
Vorngrim Fenclaw
Adamantine Lycan
Vorngrim Fenclaw is a towering, lupine terror whose forepaws are barbed with fused adamantine talons that cleave through armor and stone. It moves with brutal, animal grace despite its bulk, shrugging off blades and shrugging into humanoid posture to stalk prey with predatory cunning. Vorngrim's presence warps the air with a metallic tang and a low, resonant growl that makes the bravest warriors pause—then fall.
Armour
19
natural armor (adamantine-reinforced hide)
Hit points
325
26d12+156
Speed
50ft
50 ft., climb 30 ft.
Challenge
20
25,000 XP
STR
22
+6
DEX
18
+4
CON
22
+6
INT
14
+2
WIS
16
+3
CHA
16
+3
Saving throws
STR +12, CON +12, WIS +9
Skills
Perception +9, Athletics +12, Stealth +9
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison
Condition immunities
charmed, poisoned
Senses
darkvision 120 ft., tremorsense 30 ft., passive Perception 19
Languages
Common, understands but can't speak in bestial form
Multiattack. The fenclaw makes three attacks: two with its Adamantine Claws and one with its Bite. If it hits with both claws against a single target, it can make a Rend attack as a bonus action (see Rend).
Adamantine Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 6) slashing damage. These claws are adamantine and bypass nonmagical armor and shields for the purpose of damage reduction and resistance (they count as magical and adamantine for overcoming resistances and hardness).
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. On a hit, the target must succeed on a DC 19 Constitution saving throw or suffer a lingering Severing Infection (see Special Traits).
Rend (Recharge 5-6). Melee Weapon Attack: +12 to hit, reach 5 ft., one target that the fenclaw has struck with both claws this turn. Hit: 36 (6d8 + 6) slashing damage, and the target is grappled (escape DC 20). While grappled by the fenclaw in this way, a creature takes 14 (4d6) slashing damage at the start of each of the fenclaw's turns.
Howl of Hardening (1/Day). The fenclaw emits a terrible, metallic howl. Each hostile creature of the fenclaw's choice within 120 feet that can hear it must succeed on a DC 19 Wisdom saving throw or have its skin and bone momentarily calcified: it takes 31 (7d8) force damage and has its AC reduced by 2 and its movement speed reduced by 10 feet for 1 minute as its muscles stiffen. A creature that succeeds on the save takes half damage and suffers no additional effects. A successful save against this effect leaves the creature immune to the fenclaw's Howl of Hardening for 24 hours.
Adamantine Parry. When a creature the fenclaw can see attacks it with a melee attack, the fenclaw can add +4 to its AC against that attack, potentially causing the attack to miss. It can use this reaction a number of times equal to 3 and regains all uses at dawn.
The creature can take 3 legendary actions per round, choosing from the options below.
Quick Claw. The fenclaw makes one Adamantine Claw attack.
Bounding Leap. The fenclaw moves up to half its speed without provoking opportunity attacks.
Ravage (Costs 2 Actions). The fenclaw makes one Bite attack. If the attack hits, the target takes an extra 14 (4d6) slashing damage.
Vorngrim Fenclaw is the product of a long-forgotten covenant between a mountain warband and a smith-priest who sought to bind the invulnerability of cold iron with living predation. According to fragmented accounts collected by the Curia of Stone in the ruined hold of Kaelvorn, the smith fused a sliver of fallen star-metal into the bone of a dire wolf and sealed the rite with blood oaths. The result was a lycanthrope whose claws carried the hardness of the star-smelt and whose hunger only grew with each strike. Over generations Vorngrim became the apex of a small, secret brood; its descendants bear the adamantine edge, and the brood claims the cavernous warrens beneath the granite spires known as the Bleak Teeth. Scholars such as Magister Harlun of the Onyx Ledger argue that Vorngrim is less an individual than an emergent archetype: when certain rites and alloys meet lycanthropic bloodlines, the metamorphosis yields a Fenclaw. Raiders and caravans through the Bleak Teeth speak of whole mercantile trains reduced to scrap by a single Fenclaw that leapt from a cliff-face and shredded iron-rimmed wagons. The Order of Hollow Anvil hunts these creatures in secret, fearing not only their ferocity but the rumor that Vorngrim can pass its adamantine gift through bite and blood to select victims—an affliction that hardens bone and mind to single, remorseless purpose.
Vorngrim stands roughly 12 feet at the shoulder in bestial form and can fold into a roughly human-shaped silhouette nearly 9 feet tall. Its fur is a matted, soot-dark brindle threaded with metallic glints where the adamantine veins course beneath the skin. The forepaws are enlarged and end not in narrow claws but in thick talons of hammered, seamless adamantine that look grown rather than forged: each talon is ridged and scratched from use and stained with old rust-colored blood that never fully washes away. Its muzzle is long, the teeth slightly plated with the same metal; the eyes are pale brass, with vertical pupils that reflect torchlight like hammered mirrors. Patches of exposed, toughened hide show the faint seams where the metal fused to bone—coppery sutures radiating from the wrist into the forearm. When standing humanoid, its shoulders hunch forward, making it appear both gangly and armor-plated; in full bestial charge its muscles bunch like ropes under the bristled hide.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
More Monstrosities
Ygralith
A hulking, spectral feline whose ribs ripple with a hunger for memory and sound, the Ygralith moves with impossible silence and an appetite that unmans sages as readily as it rends muscle. Wherever…
Grimbleth
A Grimbleth is a cramped, sinister presence that turns the familiar underside of a house into a hunting ground: it waits in the chill dark beneath floorboards, learning the rhythms of a household…
Throkesh
A coil of many scaled necks and lamp-like eyes, the Throkesh slithers from shadowy grottoes and answers threats with belching embers and snapping maws. Its multiple heads move with independent…
Calcant Mireling
A low, hunched form that looks at first like an errant cairn, the Calcant Mireling explodes into motion when a careless traveler crosses its field. It moves with a stuttering, insectile gait…
Thoracifer Lupus
A hulking, lupine hunter with a second, leering maw set in its chest, the Thoracifer Lupus moves with a terrible, loping purpose: the outer mouth tears and rends, while the chest-mouth bites and…
Bellshade
Bellshades masquerade as weathered tavern signs: crooked boards hung by rusted chains, their painted logos faded to charm patrons. When someone reaches to read the hours, the plank flexes and yawns…
