b'Son of Fenris \n'b'  Huge   monstrosity ,  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  175 (14d12 + 84)  Speed  60 ft., burrow 30 ft.\n'b' STATS STR: 26 (+8) DEX:  16 (+3)  CON:  23 (+6)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +10,  Wis  +8  Skills   Arcana  +7,  Intimidation  +6,  Religion  +11  Damage Resistances  necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  truesight 60 ft., tremorsense 120 ft., passive  Perception  14  Languages  Common, Celestial, Giant, telepathy 60 ft.  Challenge  12 (8,400 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Hearing and Smell . The son of Fenris has advantage on  Wisdom  (Perception) checks that rely on hearing or smell. \n'b'  Divine Weapons . The son of Fenris\xe2\x80\x99s weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra 3d6 necrotic damage or radiant damage (included in the  attack ), the son\xe2\x80\x99s choice. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The son of Fenris makes one Bite  attack  and two Slam attacks, or it makes four Divine Bolt attacks. \n'b'  Bite .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage or radiant damage (the son\xe2\x80\x99s choice). If the target is a Large or smaller creature, it must succeed on a DC 18  Dexterity  saving throw or be swallowed by the son of Fenris. A swallowed creature is  blinded  and  restrained , it has total cover against attacks and other effects outside the son, and it takes 21 (6d6) acid damage at the start of each of the son\xe2\x80\x99s turns. The son can have only one creature swallowed at a time. If the son takes 30 damage or more on a single turn from a creature inside it, the son must succeed on a DC 20  Constitution  saving throw at the end of that turn or regurgitate the swallowed creature, which falls  prone  in a space within 10 feet of the son. If the son dies, the swallowed creature is no longer  restrained  by it and can escape from the corpse by using 10 feet of movement, exiting  prone . \n'b'  Slam .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 13 (1d10 + 8) bludgeoning damage plus 10 (3d6) necrotic damage or radiant damage (the son\xe2\x80\x99s choice). \n'b'  Divine Bolt .  Ranged Spell Attack : +8 to hit, range 60 ft., one target.  Hit : 18 (4d6 + 4) necrotic damage or radiant damage (the son\xe2\x80\x99s choice). \n'b'  Snake Breath (Recharge 5\xe2\x80\x936) . The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a DC 18  Dexterity  saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line. \n'b'\n'b' ABOUT \n'b' The massive wolf lumbers forward, malice gleaming in its black eyes. Two snake-like tongues slither in its jaws, and green scales peek from beneath its black fur. \n'b'  Demonic Wolves . Demonic black eyes, two snakelike tongues, and green-black scales beneath their black fur betray the sons of Fenris\xe2\x80\x99s unnatural origins. \n'b'  Hibernate Until Ravenous . Sons of Fenris slumber beneath the snow for months, waking when they grow ravenous or when prey approaches. When hunting, they revel in wanton savagery and destruction, killing entire herds to delight in blood. \n'b'  Desperate Worshipers . Despite their fierce nature, all the sons of Fenris are divine offspring and wise in divine lore, attracting desperate souls who offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and they provide protection and wisdom to their followers. Sometimes, they gather enormous war bands and go reaving.'