
Sacrificial Temple of Fenrir
This is a small, 1 encounter dungeon that can be used in an adventure or campaign involving the god Fenrir.
Background
The temple is a building made of stone with no entrance. It is built on a shore, near a lake, or near a deep river. Characters can get into it by swimming through a tunned within the water, coming out from the middle of the temple.
The Dungeon
This is a temple dedicated to Fenrir, used in secret by Fangs of Fenrir for making sacrifices without getting caught by local authorities or clergies. A successful DC 15 Intelligence (History) check reveals the temple is actually older and probably belongs to Vanir. If a character investigates the runic writings within the temple, a successful DC 10 Intelligence (Religion) or DC 13 Intelligence (Investigation) reveals that they are prayers to Fenrir for the sacrifices.
Four wolf statues are positioned at the four corners of the temple. They are placed on top of white marble circles, which have runes written by blood on them.
Characters can render the temple useless by picking the runic writings with pickaxes or similar tools, or casting dispel magic or mass dispel on them, which automatically succeeds.
If they do, the encounter begins.
The Encounter
The encounter has alternative monsters and conditions that can be applied at Dungeon Master’s discretion. The four statues are actually monsters, and you can use the following alternatives for them:
STONE WOLF
Medium beast, chaotic evil
Armor Class 15 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) |
Skills Perception +3, Stealth +4
Damage Resistances slashing and piercing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, paralyzed
Senses passive Perception 13
Languages —
Challenge 1 (200 XP)
Pack Tactics. The stone wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
STONE WARG
Large beast, chaotic evil
Armor Class 15 (Natural Armor)
Hit Points 60 (8d10 + 16)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills Perception +3, Stealth +4
Damage Resistances slashing and piercing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, paralyzed
Senses passive Perception 13
Languages —
Challenge 3 (700 XP)
Pack Tactics. The stone warg has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Multiattack. The stone wolf makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Traps on Stone Circles
Symbol spells may be placed on top of the white stone circles with the following differences:
- The bloody runes are their symbols (and thus easily perceivable)
- They have an area of 15-foot-radius from the exact space where the bloody symbol is (which covers the circle walls of the corners of the temple and not beyond)
- They do not affect the stone wolves.
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